(svn r6975) Use the pool macros for the Vehicle pool

This commit is contained in:
tron 2006-10-28 10:55:59 +00:00
parent ef862a2973
commit 953344fdcc
6 changed files with 20 additions and 40 deletions

2
date.c
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@ -196,7 +196,7 @@ static const Month _autosave_months[] = {
*/
static void RunVehicleDayProc(uint daytick)
{
uint total = _vehicle_pool.total_items;
uint total = GetVehiclePoolSize();
uint i;
for (i = daytick; i < total; i += DAY_TICKS) {

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@ -1196,7 +1196,7 @@ static bool LoadOldVehicle(LoadgameState *ls, int num)
_current_vehicle_id = num * _old_vehicle_multiplier + i;
if (!AddBlockIfNeeded(&_vehicle_pool, _current_vehicle_id))
if (!AddBlockIfNeeded(&_Vehicle_pool, _current_vehicle_id))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(_current_vehicle_id);

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@ -257,7 +257,7 @@ static void UnInitializeDynamicVariables(void)
CleanPool(&_town_pool);
CleanPool(&_industry_pool);
CleanPool(&_station_pool);
CleanPool(&_vehicle_pool);
CleanPool(&_Vehicle_pool);
CleanPool(&_sign_pool);
CleanPool(&_order_pool);

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@ -1253,7 +1253,7 @@ static void *IntToReference(uint index, SLRefType rt)
return GetOrder(index);
}
case REF_VEHICLE: {
if (!AddBlockIfNeeded(&_vehicle_pool, index))
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
return GetVehicle(index);
}
@ -1286,7 +1286,7 @@ static void *IntToReference(uint index, SLRefType rt)
if (index == INVALID_VEHICLE)
return NULL;
if (!AddBlockIfNeeded(&_vehicle_pool, index))
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
return GetVehicle(index);
}

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@ -79,10 +79,6 @@ const uint32 _send_to_depot_proc_table[] = {
enum {
/* Max vehicles: 64000 (512 * 125) */
VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */
VEHICLES_POOL_MAX_BLOCKS = 125,
BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles
};
@ -95,11 +91,11 @@ static void VehiclePoolNewBlock(uint start_item)
/* 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(start_item); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++;
for (v = GetVehicle(start_item); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) v->index = start_item++;
}
/* Initialize the vehicle-pool */
MemoryPool _vehicle_pool = { "Vehicle", VEHICLES_POOL_MAX_BLOCKS, VEHICLES_POOL_BLOCK_SIZE_BITS, sizeof(Vehicle), &VehiclePoolNewBlock, NULL, 0, 0, NULL };
DEFINE_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL)
void VehicleServiceInDepot(Vehicle *v)
{
@ -297,9 +293,9 @@ Vehicle *ForceAllocateSpecialVehicle(void)
/* 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 + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
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)
if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES)
return NULL;
if (!IsValidVehicle(v)) return InitializeVehicle(v);
@ -314,26 +310,26 @@ Vehicle *ForceAllocateSpecialVehicle(void)
* *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
* 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 << VEHICLES_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
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.total_items - 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 + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
if (*skip_vehicles < (_Vehicle_pool.total_items - 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 (!IsValidVehicle(v)) return InitializeVehicle(v);
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_vehicle_pool))
if (AddBlockToPool(&_Vehicle_pool))
return AllocateSingleVehicle(skip_vehicles);
return NULL;
@ -451,10 +447,10 @@ void InitializeVehicles(void)
/* Clean the vehicle pool, and reserve enough blocks
* for the special vehicles, plus one for all the other
* vehicles (which is increased on-the-fly) */
CleanPool(&_vehicle_pool);
AddBlockToPool(&_vehicle_pool);
CleanPool(&_Vehicle_pool);
AddBlockToPool(&_Vehicle_pool);
for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++)
AddBlockToPool(&_vehicle_pool);
AddBlockToPool(&_Vehicle_pool);
for (i = 0; i < lengthof(_vehicle_position_hash); i++) {
_vehicle_position_hash[i] = INVALID_VEHICLE;
@ -3177,7 +3173,7 @@ static void Load_VEHS(void)
while ((index = SlIterateArray()) != -1) {
Vehicle *v;
if (!AddBlockIfNeeded(&_vehicle_pool, index))
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
error("Vehicles: failed loading savegame: too many vehicles");
v = GetVehicle(index);

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@ -359,23 +359,7 @@ 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);
extern MemoryPool _vehicle_pool;
/**
* Get the pointer to the vehicle with index 'index'
*/
static inline Vehicle *GetVehicle(VehicleID index)
{
return (Vehicle*)GetItemFromPool(&_vehicle_pool, index);
}
/**
* Get the current size of the VehiclePool
*/
static inline uint16 GetVehiclePoolSize(void)
{
return _vehicle_pool.total_items;
}
DECLARE_POOL(Vehicle, Vehicle, 9, 125)
static inline VehicleID GetVehicleArraySize(void)
{
@ -403,7 +387,7 @@ static inline void DeleteVehicle(Vehicle *v)
v->type = 0;
}
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1 < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v))
#define FOR_ALL_VEHICLES_FROM(v, start) for (v = GetVehicle(start); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) if (IsValidVehicle(v))
#define FOR_ALL_VEHICLES(v) FOR_ALL_VEHICLES_FROM(v, 0)
/**