(svn r1771) -Add: Industries are now dynamic (up to 64k industries). Generating

1kx1k maps should now be much faster, and give more than just oil-stuff ;)
This commit is contained in:
truelight 2005-02-02 17:30:29 +00:00
parent ab3ed5c431
commit 83a889d678
5 changed files with 82 additions and 43 deletions

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@ -1,6 +1,8 @@
#ifndef INDUSTRY_H
#define INDUSTRY_H
#include "pool.h"
struct Industry {
TileIndex xy;
byte width; /* swapped order of w/h with town */
@ -27,22 +29,32 @@ struct Industry {
uint16 index;
};
VARDEF int _total_industries; // For the AI: the amount of industries active
VARDEF Industry _industries[250];
VARDEF uint _industries_size;
VARDEF uint16 *_industry_sort;
extern MemoryPool _industry_pool;
/**
* Get the pointer to the industry with index 'index'
*/
static inline Industry *GetIndustry(uint index)
{
assert(index < _industries_size);
return &_industries[index];
return (Industry*)GetItemFromPool(&_industry_pool, index);
}
#define FOR_ALL_INDUSTRIES(i) for(i = _industries; i != &_industries[_industries_size]; i++)
/**
* Get the current size of the IndustryPool
*/
static inline uint16 GetIndustryPoolSize(void)
{
return _industry_pool.total_items;
}
#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL)
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
VARDEF int _total_industries; // For the AI: the amount of industries active
VARDEF uint16 *_industry_sort;
VARDEF bool _industry_sort_dirty;
void DeleteIndustry(Industry *is);
enum {

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@ -13,6 +13,26 @@
#include "economy.h"
#include "sound.h"
enum {
/* Max industries: 64000 (8 * 8000) */
INDUSTRY_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
INDUSTRY_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the industry-pool
*/
void IndustryPoolNewBlock(uint start_item)
{
Industry *i;
FOR_ALL_INDUSTRIES_FROM(i, start_item)
i->index = start_item++;
}
/* Initialize the industry-pool */
MemoryPool _industry_pool = { "Industry", INDUSTRY_POOL_MAX_BLOCKS, INDUSTRY_POOL_BLOCK_SIZE_BITS, sizeof(Industry), &IndustryPoolNewBlock, 0, 0, NULL };
byte _industry_sound_ctr;
TileIndex _industry_sound_tile;
@ -1406,12 +1426,22 @@ static Industry *AllocateIndustry(void)
FOR_ALL_INDUSTRIES(i) {
if (i->xy == 0) {
uint index = i->index;
if (i->index > _total_industries)
_total_industries = i->index;
memset(i, 0, sizeof(Industry));
i->index = index;
return i;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_industry_pool))
return AllocateIndustry();
return NULL;
}
@ -1827,13 +1857,11 @@ void IndustryMonthlyLoop(void)
UpdateIndustryStatistics(i);
}
i = GetIndustry(RandomRange(_industries_size));
if (i->xy == 0) {
uint32 r;
if (CHANCE16I(1,9,r=Random()))
MaybeNewIndustry(r);
/* 3% chance that we start a new industry */
if (CHANCE16(3, 100)) {
MaybeNewIndustry(Random());
} else if (!_patches.smooth_economy) {
i = GetIndustry(RandomRange(_total_industries));
MaybeCloseIndustry(i);
}
@ -1847,14 +1875,9 @@ void IndustryMonthlyLoop(void)
void InitializeIndustries(void)
{
Industry *i;
int j;
memset(_industries, 0, sizeof(_industries[0]) * _industries_size);
j = 0;
FOR_ALL_INDUSTRIES(i)
i->index = j++;
CleanPool(&_industry_pool);
AddBlockToPool(&_industry_pool);
_total_industries = 0;
_industry_sort_dirty = true;
@ -1924,12 +1947,20 @@ static void Save_INDY(void)
static void Load_INDY(void)
{
int index;
_total_industries = 0;
while ((index = SlIterateArray()) != -1) {
Industry *i = GetIndustry(index);
_total_industries = 0;
while ((index = SlIterateArray()) != -1) {
Industry *i;
if (!AddBlockIfNeeded(&_industry_pool, index))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(index);
SlObject(i, _industry_desc);
if (index > _total_industries) _total_industries = index;
if (index > _total_industries)
_total_industries = index;
}
}

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@ -493,7 +493,7 @@ static byte _industry_sort_order;
static int CDECL GeneralIndustrySorter(const void *a, const void *b)
{
char buf1[96];
byte val;
uint16 val;
Industry *i = GetIndustry(*(const uint16*)a);
Industry *j = GetIndustry(*(const uint16*)b);
int r = 0;
@ -557,7 +557,7 @@ static void MakeSortedIndustryList(void)
int n = 0;
/* Create array for sorting */
_industry_sort = realloc(_industry_sort, _industries_size * sizeof(_industry_sort[0]));
_industry_sort = realloc(_industry_sort, GetIndustryPoolSize() * sizeof(_industry_sort[0]));
if (_industry_sort == NULL)
error("Could not allocate memory for the industry-sorting-list");

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@ -647,6 +647,9 @@ static void FixIndustry(OldIndustry *o, int num)
if (o->xy == 0)
continue;
if (!AddBlockIfNeeded(&_industry_pool, j))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(j);
i->xy = o->xy;

23
ttd.c
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@ -495,34 +495,27 @@ static void ParseResolution(int res[2], char *s)
static void InitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be initialized somewhere... */
_stations_size = lengthof(_stations);
_station_sort = NULL;
_stations_size = lengthof(_stations);
_roadstops_size = lengthof(_roadstops);
_vehicles_size = lengthof(_vehicles);
_sign_size = lengthof(_sign_list);
_orders_size = lengthof(_orders);
_vehicles_size = lengthof(_vehicles);
_vehicle_sort = NULL;
_town_sort = NULL;
_industries_size = lengthof(_industries);
_station_sort = NULL;
_vehicle_sort = NULL;
_town_sort = NULL;
_industry_sort = NULL;
_sign_size = lengthof(_sign_list);
_orders_size = lengthof(_orders);
}
static void UnInitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be free'd somewhere... */
CleanPool(&_town_pool);
CleanPool(&_industry_pool);
free(_station_sort);
free(_vehicle_sort);
free(_town_sort);
free(_industry_sort);
}