depot.c
author celestar
Fri, 02 Jun 2006 13:05:41 +0000
changeset 3933 231ae3c419f4
parent 3585 43461f26b729
child 4077 d4d440dd8925
permissions -rw-r--r--
(svn r5070) Merged the bridge branch
-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads

Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing

There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "depot.h"
#include "functions.h"
#include "tile.h"
#include "map.h"
#include "table/strings.h"
#include "saveload.h"
#include "order.h"

enum {
	/* Max depots: 64000 (8 * 8000) */
	DEPOT_POOL_BLOCK_SIZE_BITS = 3,       /* In bits, so (1 << 3) == 8 */
	DEPOT_POOL_MAX_BLOCKS      = 8000,
};

/**
 * Called if a new block is added to the depot-pool
 */
static void DepotPoolNewBlock(uint start_item)
{
	Depot *depot;

	FOR_ALL_DEPOTS_FROM(depot, start_item)
		depot->index = start_item++;
}

/* Initialize the town-pool */
MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, NULL, 0, 0, NULL };


/**
 * Gets a depot from a tile
 *
 * @return Returns the depot if the tile had a depot, else it returns NULL
 */
Depot *GetDepotByTile(TileIndex tile)
{
	Depot *depot;

	FOR_ALL_DEPOTS(depot) {
		if (depot->xy == tile)
			return depot;
	}

	return NULL;
}

/**
 * Allocate a new depot
 */
Depot *AllocateDepot(void)
{
	Depot *depot;

	FOR_ALL_DEPOTS(depot) {
		if (!IsValidDepot(depot)) {
			uint index = depot->index;

			memset(depot, 0, sizeof(Depot));
			depot->index = index;

			return depot;
		}
	}

	/* Check if we can add a block to the pool */
	if (AddBlockToPool(&_depot_pool))
		return AllocateDepot();

	return NULL;
}

/**
 * Delete a depot
 */
void DoDeleteDepot(TileIndex tile)
{
	Order order;
	Depot *depot;

	/* Get the depot */
	depot = GetDepotByTile(tile);

	/* Clear the tile */
	DoClearSquare(tile);

	/* Clear the depot */
	depot->xy = 0;

	/* Clear the depot from all order-lists */
	order.type    = OT_GOTO_DEPOT;
	order.station = depot->index;
	DeleteDestinationFromVehicleOrder(order);

	/* Delete the depot-window */
	DeleteWindowById(WC_VEHICLE_DEPOT, tile);
}

void InitializeDepot(void)
{
	CleanPool(&_depot_pool);
	AddBlockToPool(&_depot_pool);
}


static const SaveLoad _depot_desc[] = {
	SLE_CONDVAR(Depot, xy,			SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
	SLE_CONDVAR(Depot, xy,			SLE_UINT32, 6, SL_MAX_VERSION),
	SLE_VAR(Depot,town_index,		SLE_UINT16),
	SLE_END()
};

static void Save_DEPT(void)
{
	Depot *depot;

	FOR_ALL_DEPOTS(depot) {
		if (IsValidDepot(depot)) {
			SlSetArrayIndex(depot->index);
			SlObject(depot, _depot_desc);
		}
	}
}

static void Load_DEPT(void)
{
	int index;

	while ((index = SlIterateArray()) != -1) {
		Depot *depot;

		if (!AddBlockIfNeeded(&_depot_pool, index))
			error("Depots: failed loading savegame: too many depots");

		depot = GetDepot(index);
		SlObject(depot, _depot_desc);
	}
}

const ChunkHandler _depot_chunk_handlers[] = {
	{ 'DEPT', Save_DEPT, Load_DEPT, CH_ARRAY | CH_LAST},
};