mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r7372) - CodeChange: Rename all GetXXXArraySize() functions to GetNumXXX() and add GetMaxXXXIndex() functions. This prepares for the new pool interface.
This commit is contained in:
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681f994d16
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9218fc16e6
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@ -3586,8 +3586,8 @@ static void AiStateRemoveStation(Player *p)
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p->ai.state = AIS_1;
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// Get a list of all stations that are in use by a vehicle
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in_use = malloc(GetStationArraySize());
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memset(in_use, 0, GetStationArraySize());
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in_use = malloc(GetMaxStationIndex() + 1);
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memset(in_use, 0, GetMaxStationIndex() + 1);
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FOR_ALL_ORDERS(ord) {
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if (ord->type == OT_GOTO_STATION) in_use[ord->dest] = 1;
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}
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@ -377,9 +377,9 @@ static void AiNew_State_LocateRoute(Player *p)
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if (p->ainew.temp == -1) {
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// First, we pick a random spot to search from
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if (p->ainew.from_type == AI_CITY) {
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p->ainew.temp = AI_RandomRange(GetTownArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
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} else {
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p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
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}
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}
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@ -389,9 +389,9 @@ static void AiNew_State_LocateRoute(Player *p)
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// to try again
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p->ainew.temp++;
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if (p->ainew.from_type == AI_CITY) {
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if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
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} else {
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if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
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}
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// Don't do an attempt if we are trying the same id as the last time...
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@ -413,9 +413,9 @@ static void AiNew_State_LocateRoute(Player *p)
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if (p->ainew.temp == -1) {
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// First, we pick a random spot to search to
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if (p->ainew.to_type == AI_CITY) {
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p->ainew.temp = AI_RandomRange(GetTownArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxTownIndex() + 1);
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} else {
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p->ainew.temp = AI_RandomRange(GetIndustryArraySize());
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p->ainew.temp = AI_RandomRange(GetMaxIndustryIndex() + 1);
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}
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}
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@ -529,9 +529,9 @@ static void AiNew_State_LocateRoute(Player *p)
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// to try again
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p->ainew.temp++;
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if (p->ainew.to_type == AI_CITY) {
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if (p->ainew.temp >= GetTownArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxTownIndex()) p->ainew.temp = 0;
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} else {
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if (p->ainew.temp >= GetIndustryArraySize()) p->ainew.temp = 0;
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if (p->ainew.temp > GetMaxIndustryIndex()) p->ainew.temp = 0;
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}
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// Don't do an attempt if we are trying the same id as the last time...
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@ -1151,7 +1151,7 @@ static void GlobalSortSignList(void)
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uint n = 0;
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/* Create array for sorting */
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_sign_sort = realloc((void *)_sign_sort, GetSignArraySize() * sizeof(_sign_sort[0]));
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_sign_sort = realloc((void *)_sign_sort, (GetMaxSignIndex() + 1)* sizeof(_sign_sort[0]));
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if (_sign_sort == NULL) {
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error("Could not allocate memory for the sign-sorting-list");
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}
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15
industry.h
15
industry.h
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@ -92,13 +92,18 @@ static inline bool IsValidIndustry(const Industry *industry)
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VARDEF int _total_industries;
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static inline IndustryID GetIndustryArraySize(void)
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static inline IndustryID GetMaxIndustryIndex(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return _total_industries - 1;
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}
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static inline uint GetNumIndustries(void)
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{
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return _total_industries;
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}
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@ -107,10 +112,10 @@ static inline IndustryID GetIndustryArraySize(void)
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*/
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static inline Industry *GetRandomIndustry(void)
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{
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uint num = RandomRange(GetIndustryArraySize());
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uint num = RandomRange(GetNumIndustries());
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uint index = 0;
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if (GetIndustryArraySize() == 0) return NULL;
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if (GetNumIndustries() == 0) return NULL;
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while (num > 0) {
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num--;
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@ -119,7 +124,7 @@ static inline Industry *GetRandomIndustry(void)
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/* Make sure we have a valid industry */
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while (GetIndustry(index) == NULL) {
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index++;
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if (index == GetIndustryArraySize()) index = 0;
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if (index > GetMaxIndustryIndex()) index = 0;
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}
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}
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@ -1820,7 +1820,7 @@ void IndustryMonthlyLoop(void)
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/* 3% chance that we start a new industry */
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if (CHANCE16(3, 100)) {
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MaybeNewIndustry(Random());
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} else if (!_patches.smooth_economy && GetIndustryArraySize() > 0) {
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} else if (!_patches.smooth_economy) {
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i = GetRandomIndustry();
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if (i != NULL) ChangeIndustryProduction(i);
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}
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@ -559,10 +559,10 @@ static void MakeSortedIndustryList(void)
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int n = 0;
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/* Don't attempt a sort if there are no industries */
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if (GetIndustryArraySize() == 0) return;
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if (GetNumIndustries() == 0) return;
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/* Create array for sorting */
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_industry_sort = realloc((void *)_industry_sort, GetIndustryArraySize() * sizeof(_industry_sort[0]));
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_industry_sort = realloc((void *)_industry_sort, (GetMaxIndustryIndex() + 1) * sizeof(_industry_sort[0]));
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if (_industry_sort == NULL)
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error("Could not allocate memory for the industry-sorting-list");
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@ -1490,7 +1490,9 @@ static const char *ChatTabCompletionNextItem(uint *item)
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}
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/* Then, try townnames */
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if (*item < (uint)MAX_CLIENT_INFO + GetTownArraySize()) {
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/* Not that the following assumes all town indices are adjacent, ie no
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* towns have been deleted. */
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if (*item <= (uint)MAX_CLIENT_INFO + GetMaxTownIndex()) {
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const Town *t;
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FOR_ALL_TOWNS_FROM(t, *item - MAX_CLIENT_INFO) {
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9
order.h
9
order.h
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@ -109,13 +109,18 @@ VARDEF BackuppedOrders _backup_orders_data[1];
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DECLARE_OLD_POOL(Order, Order, 6, 1000)
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static inline VehicleOrderID GetOrderArraySize(void)
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static inline VehicleOrderID GetMaxOrderIndex(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetOrderPoolSize() - 1;
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}
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static inline VehicleOrderID GetNumOrders(void)
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{
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return GetOrderPoolSize();
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}
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9
signs.h
9
signs.h
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@ -18,13 +18,18 @@ typedef struct Sign {
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DECLARE_OLD_POOL(Sign, Sign, 2, 16000)
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static inline SignID GetSignArraySize(void)
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static inline SignID GetMaxSignIndex(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetSignPoolSize() - 1;
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}
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static inline uint GetNumSigns(void)
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{
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return GetSignPoolSize();
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}
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@ -144,13 +144,18 @@ void ResortStationLists(void);
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DECLARE_OLD_POOL(Station, Station, 6, 1000)
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static inline StationID GetStationArraySize(void)
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static inline StationID GetMaxStationIndex(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetStationPoolSize() - 1;
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}
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static inline uint GetNumStations(void)
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{
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return GetStationPoolSize();
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}
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@ -2548,7 +2548,7 @@ void OnTick_Station(void)
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if (_game_mode == GM_EDITOR) return;
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i = _station_tick_ctr;
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if (++_station_tick_ctr == GetStationArraySize()) _station_tick_ctr = 0;
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if (++_station_tick_ctr > GetMaxStationIndex()) _station_tick_ctr = 0;
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if (IsValidStationID(i)) StationHandleBigTick(GetStation(i));
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@ -3098,7 +3098,7 @@ static void Load_STNS(void)
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}
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/* This is to ensure all pointers are within the limits of _stations_size */
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if (_station_tick_ctr > GetStationArraySize()) _station_tick_ctr = 0;
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if (_station_tick_ctr > GetMaxStationIndex()) _station_tick_ctr = 0;
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}
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static void Save_ROADSTOP(void)
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@ -182,7 +182,7 @@ static void BuildStationsList(plstations_d* sl, PlayerID owner, byte facilities,
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if (!(sl->flags & SL_REBUILD)) return;
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/* Create array for sorting */
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station_sort = malloc(GetStationArraySize() * sizeof(station_sort[0]));
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station_sort = malloc((GetMaxStationIndex() + 1) * sizeof(station_sort[0]));
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if (station_sort == NULL)
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error("Could not allocate memory for the station-sorting-list");
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13
town.h
13
town.h
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@ -164,13 +164,18 @@ static inline bool IsValidTown(const Town* town)
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VARDEF uint _total_towns;
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static inline TownID GetTownArraySize(void)
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static inline TownID GetMaxTownIndex(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return _total_towns - 1;
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}
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static inline uint GetNumTowns(void)
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{
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return _total_towns;
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}
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@ -179,7 +184,7 @@ static inline TownID GetTownArraySize(void)
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*/
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static inline Town *GetRandomTown(void)
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{
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uint num = RandomRange(GetTownArraySize());
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uint num = RandomRange(GetNumTowns());
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uint index = 0;
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while (num > 0) {
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@ -189,7 +194,7 @@ static inline Town *GetRandomTown(void)
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/* Make sure we have a valid industry */
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while (GetTown(index) == NULL) {
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index++;
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if (index == GetTownArraySize()) index = 0;
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if (index > GetMaxTownIndex()) index = 0;
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}
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}
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@ -436,12 +436,12 @@ void OnTick_Town(void)
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/* Make sure each town's tickhandler invocation frequency is about the
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* same - TOWN_GROWTH_FREQUENCY - independent on the number of towns. */
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for (_cur_town_iter += GetTownArraySize();
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for (_cur_town_iter += GetMaxTownIndex() + 1;
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_cur_town_iter >= TOWN_GROWTH_FREQUENCY;
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_cur_town_iter -= TOWN_GROWTH_FREQUENCY) {
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uint32 i = _cur_town_ctr;
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if (++_cur_town_ctr >= GetTownArraySize())
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if (++_cur_town_ctr > GetMaxTownIndex())
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_cur_town_ctr = 0;
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if (IsValidTownID(i)) TownTickHandler(GetTown(i));
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@ -1093,7 +1093,7 @@ bool GenerateTowns(void)
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// give it a last try, but now more aggressive
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if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
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if (GetTownArraySize() == 0) {
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if (GetNumTowns() == 0) {
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/* XXX - can we handle that more gracefully? */
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if (_game_mode != GM_EDITOR) error("Could not generate any town");
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@ -1937,7 +1937,7 @@ static void Load_TOWN(void)
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/* This is to ensure all pointers are within the limits of
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* the size of the TownPool */
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if (_cur_town_ctr >= GetTownArraySize())
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if (_cur_town_ctr > GetMaxTownIndex())
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_cur_town_ctr = 0;
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}
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@ -409,7 +409,7 @@ static void MakeSortedTownList(void)
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uint n = 0;
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/* Create array for sorting */
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_town_sort = realloc((void*)_town_sort, GetTownArraySize() * sizeof(_town_sort[0]));
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_town_sort = realloc((void*)_town_sort, (GetMaxTownIndex() + 1) * sizeof(_town_sort[0]));
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if (_town_sort == NULL)
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error("Could not allocate memory for the town-sorting-list");
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@ -2248,7 +2248,7 @@ static int32 MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs)
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/* Extend the list size for BuildDepotVehicleList() */
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static inline void ExtendVehicleListSize(const Vehicle ***engine_list, uint16 *engine_list_length, uint16 step_size)
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{
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*engine_list_length = min(*engine_list_length + step_size, GetVehicleArraySize());
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*engine_list_length = min(*engine_list_length + step_size, GetMaxVehicleIndex() + 1);
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*engine_list = realloc((void*)*engine_list, (*engine_list_length) * sizeof((*engine_list)[0]));
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}
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(type == VEH_Train && IsFrontEngine(v)) ||
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(type != VEH_Train && v->subtype <= subtype))) {
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/* TODO find a better estimate on the total number of vehicles for current player */
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if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetVehicleArraySize()/4);
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if (n == *length_of_array) ExtendVehicleListSize(sort_list, length_of_array, GetNumVehicles()/4);
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(*sort_list)[n++] = v;
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}
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}
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@ -370,13 +370,18 @@ Direction GetDirectionTowards(const Vehicle* v, int x, int y);
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DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
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static inline VehicleID GetVehicleArraySize(void)
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static inline VehicleID GetMaxVehicleIndex(void)
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{
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/* TODO - This isn't the real content of the function, but
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* with the new pool-system this will be replaced with one that
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* _really_ returns the highest index + 1. Now it just returns
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* _really_ returns the highest index. Now it just returns
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* the next safe value we are sure about everything is below.
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*/
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return GetVehiclePoolSize() - 1;
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}
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static inline uint GetNumVehicles(void)
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{
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return GetVehiclePoolSize();
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}
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