--- a/src/vehicle.cpp Fri Aug 03 19:16:36 2007 +0000
+++ b/src/vehicle.cpp Fri Aug 03 22:09:42 2007 +0000
@@ -78,27 +78,8 @@
};
-enum {
- BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles
-};
-
-/**
- * Called if a new block is added to the vehicle-pool
- */
-static void VehiclePoolNewBlock(uint start_item)
-{
- Vehicle *v;
-
- /* 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 + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
- v->index = start_item++;
- v = new (v) InvalidVehicle();
- }
-}
-
/* Initialize the vehicle-pool */
-DEFINE_OLD_POOL(Vehicle, Vehicle, VehiclePoolNewBlock, NULL)
+DEFINE_OLD_POOL_GENERIC(Vehicle, Vehicle)
void VehicleServiceInDepot(Vehicle *v)
{
@@ -282,28 +263,12 @@
}
}
-static Vehicle *InitializeVehicle(Vehicle *v)
+Vehicle::Vehicle()
{
- VehicleID index = v->index;
- memset(v, 0, sizeof(Vehicle));
- v->index = index;
-
- assert(v->orders == NULL);
-
- v = new (v) InvalidVehicle();
- v->left_coord = INVALID_COORD;
- v->first = NULL;
- v->next = NULL;
- v->next_hash = NULL;
- v->string_id = 0;
- v->next_shared = NULL;
- v->prev_shared = NULL;
- v->depot_list = NULL;
- v->random_bits = 0;
- v->group_id = DEFAULT_GROUP;
- v->fill_percent_te_id = INVALID_TE_ID;
-
- return v;
+ this->type = VEH_INVALID;
+ this->left_coord = INVALID_COORD;
+ this->group_id = DEFAULT_GROUP;
+ this->fill_percent_te_id = INVALID_TE_ID;
}
/**
@@ -315,87 +280,21 @@
return GB(Random(), 0, 8);
}
-Vehicle *ForceAllocateSpecialVehicle()
-{
- /* This stays a strange story.. there should always be room for special
- * vehicles (special effects all over the map), but with 65k of vehicles
- * is this realistic to double-check for that? For now we just reserve
- * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
- * be used for special vehicles.. should work nicely :) */
-
- Vehicle *v;
-
- /* 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 + 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)
- return NULL;
-
- if (!IsValidVehicle(v)) return InitializeVehicle(v);
- }
-
- return NULL;
-}
-
-/**
- * finds a free vehicle in the memory or allocates a new one
- * returns a pointer to the first free vehicle or NULL if all vehicles are in use
- * *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
- */
-static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
+
+/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
- /* See note by ForceAllocateSpecialVehicle() why we skip the
- * first blocks */
- Vehicle *v;
- 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 + 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))
- 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;
- }
+ uint counter = _Vehicle_pool.first_free_index;
+
+ for (int i = 0; i != num; i++) {
+ Vehicle *v = AllocateRaw(counter);
+
+ if (v == NULL) return false;
+ v = new (v) InvalidVehicle();
+
if (vl != NULL) {
vl[i] = v;
}
+ counter++;
}
return true;
@@ -471,8 +370,8 @@
if (remove) {
new_hash = NULL;
} else {
- int x = GB(v->x_pos / TILE_SIZE, HASH_RES, HASH_BITS);
- int y = GB(v->y_pos / TILE_SIZE, HASH_RES, HASH_BITS) << HASH_BITS;
+ int x = GB(TileX(v->tile), HASH_RES, HASH_BITS);
+ int y = GB(TileY(v->tile), HASH_RES, HASH_BITS) << HASH_BITS;
new_hash = &_new_vehicle_position_hash[(x + y) & TOTAL_HASH_MASK];
}
@@ -555,16 +454,8 @@
void InitializeVehicles()
{
- uint i;
-
- /* 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);
- for (i = 0; i < BLOCKS_FOR_SPECIAL_VEHICLES; i++) {
- AddBlockToPool(&_Vehicle_pool);
- }
+ _Vehicle_pool.CleanPool();
+ _Vehicle_pool.AddBlockToPool();
ResetVehiclePosHash();
}
@@ -671,44 +562,51 @@
}
}
-void DestroyVehicle(Vehicle *v)
+Vehicle::~Vehicle()
{
- if (IsValidStationID(v->last_station_visited)) {
- GetStation(v->last_station_visited)->loading_vehicles.remove(v);
-
- HideFillingPercent(v->fill_percent_te_id);
- v->fill_percent_te_id = INVALID_TE_ID;
+ if (IsValidStationID(this->last_station_visited)) {
+ GetStation(this->last_station_visited)->loading_vehicles.remove(this);
+
+ 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 (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--;
- if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(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(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);
-
- DeleteName(v->string_id);
- if (v->type == VEH_ROAD) ClearSlot(v);
-
- if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) {
- InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
+ DeleteVehicleNews(this->index, INVALID_STRING_ID);
+
+ this->QuickFree();
+ if (this->type == VEH_ROAD) ClearSlot(this);
+
+ 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 +623,7 @@
do {
Vehicle *u = v;
v = v->next;
- DeleteVehicle(u);
+ delete u;
} while (v != NULL);
}
@@ -852,17 +750,14 @@
SpriteID image = v->cur_image;
SpriteID pal;
- if (v->vehstatus & VS_SHADOW) {
- SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
- pal = PALETTE_TO_TRANSPARENT;
- } else if (v->vehstatus & VS_DEFPAL) {
+ if (v->vehstatus & VS_DEFPAL) {
pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
} else {
pal = PAL_NONE;
}
AddSortableSpriteToDraw(image, pal, v->x_pos + v->x_offs, v->y_pos + v->y_offs,
- v->sprite_width, v->sprite_height, v->z_height, v->z_pos);
+ v->sprite_width, v->sprite_height, v->z_height, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
}
void ViewportAddVehicles(DrawPixelInfo *dpi)
@@ -935,7 +830,7 @@
tile = TileVirtXY(v->x_pos, v->y_pos);
if (!IsTileType(tile, MP_INDUSTRY)) {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
return;
}
@@ -974,7 +869,7 @@
v->cur_image++;
} else {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
return;
}
moved = true;
@@ -1009,7 +904,7 @@
EndVehicleMove(v);
} else {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
}
}
}
@@ -1033,7 +928,7 @@
EndVehicleMove(v);
} else {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
}
}
}
@@ -1062,7 +957,7 @@
v->cur_image++;
} else {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
return;
}
moved = true;
@@ -1091,7 +986,7 @@
EndVehicleMove(v);
} else {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
}
}
}
@@ -1116,11 +1011,11 @@
EndVehicleMove(v);
}
- v->u.special.unk0--;
- if (v->u.special.unk0 == 0) {
+ v->u.special.animation_state--;
+ if (v->u.special.animation_state == 0) {
BeginVehicleMove(v);
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
}
}
@@ -1141,7 +1036,7 @@
EndVehicleMove(v);
} else {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
}
}
}
@@ -1150,8 +1045,8 @@
{
v->cur_image = SPR_BULLDOZER_NE;
v->progress = 0;
- v->u.special.unk0 = 0;
- v->u.special.unk2 = 0;
+ v->u.special.animation_state = 0;
+ v->u.special.animation_substate = 0;
}
struct BulldozerMovement {
@@ -1197,7 +1092,7 @@
{
v->progress++;
if ((v->progress & 7) == 0) {
- const BulldozerMovement* b = &_bulldozer_movement[v->u.special.unk0];
+ const BulldozerMovement* b = &_bulldozer_movement[v->u.special.animation_state];
BeginVehicleMove(v);
@@ -1206,13 +1101,13 @@
v->x_pos += _inc_by_dir[b->direction].x;
v->y_pos += _inc_by_dir[b->direction].y;
- v->u.special.unk2++;
- if (v->u.special.unk2 >= b->duration) {
- v->u.special.unk2 = 0;
- v->u.special.unk0++;
- if (v->u.special.unk0 == lengthof(_bulldozer_movement)) {
+ v->u.special.animation_substate++;
+ if (v->u.special.animation_substate >= b->duration) {
+ v->u.special.animation_substate = 0;
+ v->u.special.animation_state++;
+ if (v->u.special.animation_state == lengthof(_bulldozer_movement)) {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
return;
}
}
@@ -1402,7 +1297,7 @@
EndVehicleMove(v);
return;
}
- if (v->u.special.unk2 != 0) {
+ if (v->u.special.animation_substate != 0) {
v->spritenum = GB(InteractiveRandom(), 0, 2) + 1;
} else {
v->spritenum = 6;
@@ -1416,7 +1311,7 @@
if (b->y == 4 && b->x == 0) {
EndVehicleMove(v);
- DeleteVehicle(v);
+ delete v;
return;
}
@@ -1485,9 +1380,8 @@
{
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;
@@ -1881,7 +1775,7 @@
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);
}
}
@@ -2395,6 +2289,7 @@
break;
case VEH_ROAD:
+ if (!IsRoadVehFront(v)) continue;
break;
case VEH_AIRCRAFT:
@@ -2480,7 +2375,8 @@
static Rect _old_vehicle_coords;
-void BeginVehicleMove(Vehicle *v) {
+void BeginVehicleMove(Vehicle *v)
+{
_old_vehicle_coords.left = v->left_coord;
_old_vehicle_coords.top = v->top_coord;
_old_vehicle_coords.right = v->right_coord;
@@ -3044,8 +2940,8 @@
SLE_VAR(Vehicle, progress, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
- SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, unk0), SLE_UINT16),
- SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, unk2), SLE_UINT8),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, animation_state), SLE_UINT16),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleSpecial, animation_substate), SLE_UINT8),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
@@ -3082,8 +2978,8 @@
SLE_CONDVAR(Vehicle, age, SLE_INT32, 31, SL_MAX_VERSION),
SLE_VAR(Vehicle, tick_counter, SLE_UINT8),
- SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16),
- SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, unk2), SLE_UINT16),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, image_override), SLE_UINT16),
+ SLE_VARX(cpp_offsetof(Vehicle, u) + cpp_offsetof(VehicleDisaster, big_ufo_destroyer_target), SLE_UINT16),
/* reserve extra space in savegame here. (currently 16 bytes) */
SLE_CONDNULL(16, 2, SL_MAX_VERSION),
@@ -3092,7 +2988,7 @@
};
-static const void *_veh_descs[] = {
+static const SaveLoad *_veh_descs[] = {
_train_desc,
_roadveh_desc,
_ship_desc,
@@ -3108,7 +3004,7 @@
/* Write the vehicles */
FOR_ALL_VEHICLES(v) {
SlSetArrayIndex(v->index);
- SlObject(v, (SaveLoad*)_veh_descs[v->type]);
+ SlObject(v, _veh_descs[v->type]);
}
}
@@ -3122,25 +3018,20 @@
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 */