depot.c
author Darkvater
Mon, 30 May 2005 22:16:05 +0000
changeset 1881 023a134a4b12
parent 1330 8a67d04016ce
child 1891 92a3b0aa0946
permissions -rw-r--r--
(svn r2387) - CodeChange: made the saveload code more readable and also removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.
- Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
#include "stdafx.h"
#include "ttd.h"
#include "depot.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, 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(uint 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(uint 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, 255),
	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},
};