mirror of https://github.com/OpenTTD/OpenTTD.git
(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:
parent
aa9869e2de
commit
836105864c
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@ -287,7 +287,7 @@ CommandCost CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* Allocate 2 or 3 vehicle structs, depending on type
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* vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
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Vehicle *vl[3];
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if (!AllocateVehicles(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
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if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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@ -42,7 +42,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
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/* Attempt to use pre-allocated vehicles until they run out. This can happen
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* if the callback returns different values depending on the cargo type. */
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u->next = vl[i];
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if (u->next == NULL) u->next = AllocateVehicle();
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if (u->next == NULL) u->next = new InvalidVehicle();
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if (u->next == NULL) return;
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u = u->next;
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@ -121,7 +121,6 @@ static void DisasterVehicleUpdateImage(Vehicle *v)
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* and owned by nobody */
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static void InitializeDisasterVehicle(Vehicle *v, int x, int y, byte z, Direction direction, byte subtype)
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{
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v = new (v) DisasterVehicle();
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v->x_pos = x;
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v->y_pos = y;
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v->z_pos = z;
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@ -600,7 +599,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
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v->tile,
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0);
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u = ForceAllocateSpecialVehicle();
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u = new DisasterVehicle();
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if (u == NULL) {
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DeleteDisasterVeh(v);
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return;
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@ -609,7 +608,7 @@ static void DisasterTick_Big_Ufo(Vehicle *v)
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InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
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u->u.disaster.big_ufo_destroyer_target = v->index;
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w = ForceAllocateSpecialVehicle();
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w = new DisasterVehicle();
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if (w == NULL) return;
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u->next = w;
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@ -706,7 +705,7 @@ static void DisasterTick_Submarine(Vehicle *v)
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VehiclePositionChanged(v);
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BeginVehicleMove(v);
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EndVehicleMove(v);
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DeleteVehicle(v);
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delete v;
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return;
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}
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@ -760,7 +759,7 @@ typedef void DisasterInitProc();
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* otherwise crashes on a random tile */
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static void Disaster_Zeppeliner_Init()
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{
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Vehicle *v = ForceAllocateSpecialVehicle(), *u;
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Vehicle *v = new DisasterVehicle(), *u;
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Station *st;
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int x;
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@ -781,7 +780,7 @@ static void Disaster_Zeppeliner_Init()
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InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
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/* Allocate shadow too? */
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u = ForceAllocateSpecialVehicle();
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u = new DisasterVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
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@ -794,7 +793,7 @@ static void Disaster_Zeppeliner_Init()
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* until it locates a road vehicle which it targets and then destroys */
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static void Disaster_Small_Ufo_Init()
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{
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Vehicle *v = ForceAllocateSpecialVehicle(), *u;
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Vehicle *v = new DisasterVehicle(), *u;
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int x;
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if (v == NULL) return;
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@ -806,7 +805,7 @@ static void Disaster_Small_Ufo_Init()
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v->age = 0;
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/* Allocate shadow too? */
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u = ForceAllocateSpecialVehicle();
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u = new DisasterVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
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@ -833,7 +832,7 @@ static void Disaster_Airplane_Init()
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if (found == NULL) return;
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v = ForceAllocateSpecialVehicle();
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v = new DisasterVehicle();
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if (v == NULL) return;
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/* Start from the bottom (south side) of the map */
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@ -842,7 +841,7 @@ static void Disaster_Airplane_Init()
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InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
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u = ForceAllocateSpecialVehicle();
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u = new DisasterVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
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@ -869,7 +868,7 @@ static void Disaster_Helicopter_Init()
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if (found == NULL) return;
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v = ForceAllocateSpecialVehicle();
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v = new DisasterVehicle();
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if (v == NULL) return;
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x = -16 * TILE_SIZE;
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@ -877,13 +876,13 @@ static void Disaster_Helicopter_Init()
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InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
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u = ForceAllocateSpecialVehicle();
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u = new DisasterVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
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u->vehstatus |= VS_SHADOW;
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w = ForceAllocateSpecialVehicle();
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w = new DisasterVehicle();
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if (w != NULL) {
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u->next = w;
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InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
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@ -896,7 +895,7 @@ static void Disaster_Helicopter_Init()
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* down by a combat airplane, destroying the surroundings */
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static void Disaster_Big_Ufo_Init()
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{
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Vehicle *v = ForceAllocateSpecialVehicle(), *u;
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Vehicle *v = new DisasterVehicle(), *u;
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int x, y;
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if (v == NULL) return;
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@ -909,7 +908,7 @@ static void Disaster_Big_Ufo_Init()
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v->age = 0;
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/* Allocate shadow too? */
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u = ForceAllocateSpecialVehicle();
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u = new DisasterVehicle();
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if (u != NULL) {
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v->next = u;
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InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
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@ -921,7 +920,7 @@ static void Disaster_Big_Ufo_Init()
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/* Curious submarine #1, just floats around */
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static void Disaster_Small_Submarine_Init()
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{
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Vehicle *v = ForceAllocateSpecialVehicle();
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Vehicle *v = new DisasterVehicle();
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int x, y;
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Direction dir;
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uint32 r;
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@ -946,7 +945,7 @@ static void Disaster_Small_Submarine_Init()
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/* Curious submarine #2, just floats around */
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static void Disaster_Big_Submarine_Init()
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{
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Vehicle *v = ForceAllocateSpecialVehicle();
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Vehicle *v = new DisasterVehicle();
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int x, y;
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Direction dir;
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uint32 r;
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@ -355,14 +355,14 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
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Vehicle *u = v;
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do {
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Vehicle *next = GetNextVehicle(u);
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DeleteVehicle(u);
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delete u;
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u = next;
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} while (u != NULL);
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} break;
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case VEH_ROAD:
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case VEH_SHIP:
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DeleteVehicle(v);
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delete v;
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break;
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case VEH_AIRCRAFT:
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@ -185,7 +185,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Vehicle *vl[11];
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memset(&vl, 0, sizeof(vl));
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if (!AllocateVehicles(vl, num_vehicles)) {
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if (!Vehicle::AllocateList(vl, num_vehicles)) {
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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}
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@ -372,7 +372,7 @@ CommandCost CmdSellRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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InvalidateWindow(WC_COMPANY, v->owner);
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DeleteWindowById(WC_VEHICLE_VIEW, v->index);
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DeleteDepotHighlightOfVehicle(v);
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DeleteVehicle(v);
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delete v;
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}
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return CommandCost(-v->value);
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@ -610,7 +610,7 @@ static void DeleteLastRoadVeh(Vehicle *v)
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BeginVehicleMove(v);
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EndVehicleMove(v);
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DeleteVehicle(v);
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delete v;
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}
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static byte SetRoadVehPosition(Vehicle *v, int x, int y)
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@ -33,6 +33,7 @@
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#include "newgrf_sound.h"
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#include "date.h"
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#include "spritecache.h"
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#include "misc/autoptr.hpp"
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static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
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@ -833,8 +834,9 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (!IsTileDepotType(tile, TRANSPORT_WATER)) return CMD_ERROR;
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if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
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v = AllocateVehicle();
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v = new Ship();
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unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP);
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AutoPtrT<Vehicle> v_auto_delete = v;
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if (v == NULL || unit_num > _patches.max_ships)
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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@ -898,6 +900,8 @@ CommandCost CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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InvalidateAutoreplaceWindow(VEH_SHIP, v->group_id); // updates the replace Ship window
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GetPlayer(_current_player)->num_engines[p1]++;
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v_auto_delete.Detach();
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}
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return value;
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@ -931,7 +935,7 @@ CommandCost CmdSellShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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InvalidateWindow(WC_COMPANY, v->owner);
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DeleteWindowById(WC_VEHICLE_VIEW, v->index);
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DeleteDepotHighlightOfVehicle(v);
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DeleteVehicle(v);
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delete v;
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}
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return CommandCost(-v->value);
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@ -518,7 +518,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 fla
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memset(&vl, 0, sizeof(vl));
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if (!AllocateVehicles(vl, num_vehicles))
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if (!Vehicle::AllocateList(vl, num_vehicles))
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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if (flags & DC_EXEC) {
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@ -686,7 +686,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32
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memset(&vl, 0, sizeof(vl));
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if (!AllocateVehicles(vl, num_vehicles))
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if (!Vehicle::AllocateList(vl, num_vehicles))
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return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
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Vehicle *v = vl[0];
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if (flags & DC_EXEC) {
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UnlinkWagon(rear, first);
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DeleteDepotHighlightOfVehicle(rear);
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DeleteVehicle(rear);
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delete rear;
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}
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}
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@ -1308,7 +1308,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (flags & DC_EXEC) {
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first = UnlinkWagon(v, first);
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DeleteDepotHighlightOfVehicle(v);
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DeleteVehicle(v);
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delete v;
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/* 4 If the second wagon was an engine, update it to front_engine
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* which UnlinkWagon() has changed to TS_Free_Car */
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@ -1367,7 +1367,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (flags & DC_EXEC) {
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first = UnlinkWagon(rear, first);
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DeleteDepotHighlightOfVehicle(rear);
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DeleteVehicle(rear);
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delete rear;
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}
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}
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} else if (v->u.rail.other_multiheaded_part != NULL) {
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@ -1380,7 +1380,7 @@ CommandCost CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (flags & DC_EXEC) {
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first = UnlinkWagon(v, first);
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DeleteDepotHighlightOfVehicle(v);
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DeleteVehicle(v);
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delete v;
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RemoveVehicleFromGroup(v);
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}
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}
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@ -3039,7 +3039,7 @@ static void DeleteLastWagon(Vehicle *v)
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BeginVehicleMove(v);
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EndVehicleMove(v);
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DeleteVehicle(v);
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delete v;
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if (v->u.rail.track != TRACK_BIT_DEPOT && v->u.rail.track != TRACK_BIT_WORMHOLE)
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SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
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@ -3329,8 +3329,7 @@ void Train::Tick()
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TrainLocoHandler(this, true);
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} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
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/* Delete flooded standalone wagon */
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if (++this->u.rail.crash_anim_pos >= 4400)
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DeleteVehicle(this);
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if (++this->u.rail.crash_anim_pos >= 4400) delete this;
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}
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}
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211
src/vehicle.cpp
211
src/vehicle.cpp
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@ -282,28 +282,12 @@ void AfterLoadVehicles()
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}
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}
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static Vehicle *InitializeVehicle(Vehicle *v)
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Vehicle::Vehicle()
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{
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VehicleID index = v->index;
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memset(v, 0, sizeof(Vehicle));
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v->index = index;
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assert(v->orders == NULL);
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v = new (v) InvalidVehicle();
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v->left_coord = INVALID_COORD;
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v->first = NULL;
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v->next = NULL;
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v->next_hash = NULL;
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v->string_id = 0;
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v->next_shared = NULL;
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v->prev_shared = NULL;
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v->depot_list = NULL;
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v->random_bits = 0;
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v->group_id = DEFAULT_GROUP;
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v->fill_percent_te_id = INVALID_TE_ID;
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return v;
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this->type = VEH_INVALID;
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this->left_coord = INVALID_COORD;
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this->group_id = DEFAULT_GROUP;
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this->fill_percent_te_id = INVALID_TE_ID;
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}
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/**
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@ -315,87 +299,21 @@ byte VehicleRandomBits()
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return GB(Random(), 0, 8);
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}
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Vehicle *ForceAllocateSpecialVehicle()
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/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
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{
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/* This stays a strange story.. there should always be room for special
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* vehicles (special effects all over the map), but with 65k of vehicles
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* is this realistic to double-check for that? For now we just reserve
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* BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
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* be used for special vehicles.. should work nicely :) */
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uint counter = _Vehicle_pool.first_free_index;
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Vehicle *v;
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for (int i = 0; i != num; i++) {
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Vehicle *v = AllocateRaw(counter);
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
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/* No more room for the special vehicles, return NULL */
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if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES)
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return NULL;
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if (v == NULL) return false;
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v = new (v) InvalidVehicle();
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if (!v->IsValid()) return InitializeVehicle(v);
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}
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return NULL;
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}
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/**
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* finds a free vehicle in the memory or allocates a new one
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* returns a pointer to the first free vehicle or NULL if all vehicles are in use
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* *skip_vehicles is an offset to where in the array we should begin looking
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* this is to avoid looping though the same vehicles more than once after we learned that they are not free
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* this feature is used by AllocateVehicles() since it need to allocate more than one and when
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* another block is added to _Vehicle_pool, since we only do that when we know it's already full
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*/
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static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
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{
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/* See note by ForceAllocateSpecialVehicle() why we skip the
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* first blocks */
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Vehicle *v;
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const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* @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 */
|
||||
|
|
|
@ -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) {
|
||||
|
|
Loading…
Reference in New Issue