(svn r10759) -Codechange: make the industry struct use the pool item class as super class.

This commit is contained in:
rubidium 2007-08-02 23:21:52 +00:00
parent c60988a1d5
commit 2f89fef353
6 changed files with 43 additions and 84 deletions

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@ -462,7 +462,7 @@ static Town *AiFindRandomTown()
static Industry *AiFindRandomIndustry()
{
int num = RandomRange(GetMaxIndustryIndex());
if (IsValidIndustry(GetIndustry(num))) return GetIndustry(num);
if (IsValidIndustryID(num)) return GetIndustry(num);
return NULL;
}

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@ -86,10 +86,13 @@ enum IndustyBehaviour {
DECLARE_ENUM_AS_BIT_SET(IndustyBehaviour);
struct Industry;
DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
/**
* Defines the internal data of a functionnal industry
*/
struct Industry {
struct Industry : PoolItem<Industry, IndustryID, &_Industry_pool> {
TileIndex xy; ///< coordinates of the primary tile the industry is built one
byte width;
byte height;
@ -111,12 +114,15 @@ struct Industry {
Year last_prod_year; ///< last year of production
byte was_cargo_delivered; ///< flag that indicate this has been the closest industry chosen for cargo delivery by a station. see DeliverGoodsToIndustry
IndustryID index; ///< index of the industry in the pool of industries
OwnerByte founder; ///< Founder of the industry
Date construction_date; ///< Date of the construction of the industry
uint8 construction_type; ///< Way the industry was constructed (@see IndustryConstructionType)
Date last_cargo_accepted_at; ///< Last day cargo was accepted by this industry
Industry(TileIndex tile = 0) : xy(tile) {}
~Industry();
bool IsValid() const { return this->xy != 0; }
};
struct IndustryTileTable {
@ -216,18 +222,6 @@ extern IndustryTileSpec _industry_tile_specs[NUM_INDUSTRYTILES];
/* smallmap_gui.cpp */
void BuildIndustriesLegend();
DECLARE_OLD_POOL(Industry, Industry, 3, 8000)
/**
* Check if an Industry really exists.
* @param industry to check
* @return true if position is a valid one
*/
static inline bool IsValidIndustry(const Industry *industry)
{
return industry->xy != 0;
}
/**
* Check if an Industry exists whithin the pool of industries
* @param index of the desired industry
@ -235,7 +229,7 @@ static inline bool IsValidIndustry(const Industry *industry)
*/
static inline bool IsValidIndustryID(IndustryID index)
{
return index < GetIndustryPoolSize() && IsValidIndustry(GetIndustry(index));
return index < GetIndustryPoolSize() && GetIndustry(index)->IsValid();
}
@ -318,15 +312,7 @@ static inline Industry *GetRandomIndustry()
return GetIndustry(index);
}
void DestroyIndustry(Industry *i);
static inline void DeleteIndustry(Industry *i)
{
DestroyIndustry(i);
i->xy = 0;
}
#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (IsValidIndustry(i))
#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (i->IsValid())
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
extern const Industry **_industry_sort;

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@ -35,6 +35,7 @@
#include "newgrf_industries.h"
#include "newgrf_industrytiles.h"
#include "newgrf_callbacks.h"
#include "misc/autoptr.hpp"
void ShowIndustryViewWindow(int industry);
void BuildOilRig(TileIndex tile);
@ -75,19 +76,7 @@ void ResetIndustryCreationProbility(IndustryType type)
_industry_specs[type].appear_creation[_opt.landscape] = 0;
}
/**
* Called if a new block is added to the industry-pool
*/
static void IndustryPoolNewBlock(uint start_item)
{
Industry *i;
/* 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 (i = GetIndustry(start_item); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) i->index = start_item++;
}
DEFINE_OLD_POOL(Industry, Industry, IndustryPoolNewBlock, NULL)
DEFINE_OLD_POOL_GENERIC(Industry, Industry)
/**
* Retrieve the type for this industry. Although it is accessed by a tile,
@ -102,7 +91,7 @@ IndustryType GetIndustryType(TileIndex tile)
assert(IsTileType(tile, MP_INDUSTRY));
const Industry *ind = GetIndustryByTile(tile);
return IsValidIndustry(ind) ? ind->type : (IndustryType)IT_INVALID;
return ind->IsValid() ? ind->type : (IndustryType)IT_INVALID;
}
/**
@ -139,35 +128,43 @@ const IndustryTileSpec *GetIndustryTileSpec(IndustryGfx gfx, bool full_check)
return its;
}
void DestroyIndustry(Industry *i)
Industry::~Industry()
{
BEGIN_TILE_LOOP(tile_cur, i->width, i->height, i->xy);
/* Industry can also be destroyed when not fully initialized.
* This means that we do not have to clear tiles either. */
if (this->width == 0) {
this->xy = 0;
return;
}
BEGIN_TILE_LOOP(tile_cur, this->width, this->height, this->xy);
if (IsTileType(tile_cur, MP_INDUSTRY)) {
if (GetIndustryIndex(tile_cur) == i->index) {
if (GetIndustryIndex(tile_cur) == this->index) {
DoClearSquare(tile_cur);
}
} else if (IsTileType(tile_cur, MP_STATION) && IsOilRig(tile_cur)) {
DeleteOilRig(tile_cur);
}
END_TILE_LOOP(tile_cur, i->width, i->height, i->xy);
END_TILE_LOOP(tile_cur, this->width, this->height, this->xy);
if (GetIndustrySpec(i->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
if (GetIndustrySpec(this->type)->behaviour & INDUSTRYBEH_PLANT_FIELDS) {
/* Remove the farmland and convert it to regular tiles over time. */
BEGIN_TILE_LOOP(tile_cur, 42, 42, i->xy - TileDiffXY(21, 21)) {
BEGIN_TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiffXY(21, 21)) {
tile_cur = TILE_MASK(tile_cur);
if (IsTileType(tile_cur, MP_CLEAR) && IsClearGround(tile_cur, CLEAR_FIELDS) &&
GetIndustryIndexOfField(tile_cur) == i->index) {
GetIndustryIndexOfField(tile_cur) == this->index) {
SetIndustryIndexOfField(tile_cur, INVALID_INDUSTRY);
}
} END_TILE_LOOP(tile_cur, 42, 42, i->xy - TileDiff(21, 21))
} END_TILE_LOOP(tile_cur, 42, 42, this->xy - TileDiff(21, 21))
}
_industry_sort_dirty = true;
DecIndustryTypeCount(i->type);
DecIndustryTypeCount(this->type);
DeleteSubsidyWithIndustry(i->index);
DeleteWindowById(WC_INDUSTRY_VIEW, i->index);
DeleteSubsidyWithIndustry(this->index);
DeleteWindowById(WC_INDUSTRY_VIEW, this->index);
InvalidateWindow(WC_INDUSTRY_DIRECTORY, 0);
this->xy = 0;
}
static void IndustryDrawSugarMine(const TileInfo *ti)
@ -393,7 +390,7 @@ static CommandCost ClearTile_Industry(TileIndex tile, byte flags)
return_cmd_error(STR_4800_IN_THE_WAY);
}
if (flags & DC_EXEC) DeleteIndustry(i);
if (flags & DC_EXEC) delete i;
return CommandCost();
}
@ -1397,27 +1394,6 @@ static bool CheckIfTooCloseToIndustry(TileIndex tile, int type)
return true;
}
static Industry *AllocateIndustry()
{
Industry *i;
/* 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 (i = GetIndustry(0); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) {
IndustryID index = i->index;
if (IsValidIndustry(i)) continue;
memset(i, 0, sizeof(*i));
i->index = index;
return i;
}
/* Check if we can add a block to the pool */
return AddBlockToPool(&_Industry_pool) ? AllocateIndustry() : NULL;
}
static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, const Town *t, Owner owner)
{
const IndustrySpec *indspec = GetIndustrySpec(type);
@ -1530,12 +1506,14 @@ static Industry *CreateNewIndustryHelper(TileIndex tile, IndustryType type, uint
if (!CheckIfIndustryIsAllowed(tile, type, t)) return NULL;
if (!CheckSuitableIndustryPos(tile)) return NULL;
Industry *i = AllocateIndustry();
Industry *i = new Industry(tile);
if (i == NULL) return NULL;
AutoPtrT<Industry> i_auto_delete = i;
if (flags & DC_EXEC) {
if (!custom_shape_check) CheckIfCanLevelIndustryPlatform(tile, DC_EXEC, it, type);
DoCreateNewIndustry(i, tile, type, it, t, OWNER_NONE);
i_auto_delete.Detach();
}
return i;
@ -1808,7 +1786,7 @@ static void UpdateIndustryStatistics(Industry *i)
InvalidateWindow(WC_INDUSTRY_VIEW, i->index);
if (i->prod_level == 0) {
DeleteIndustry(i);
delete i;
} else if (_patches.smooth_economy) {
ExtChangeIndustryProduction(i);
}
@ -2093,12 +2071,7 @@ static void Load_INDY()
ResetIndustryCounts();
while ((index = SlIterateArray()) != -1) {
Industry *i;
if (!AddBlockIfNeeded(&_Industry_pool, index))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(index);
Industry *i = new (index) Industry();
SlObject(i, _industry_desc);
IncIndustryTypeCount(i->type);
}

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@ -715,7 +715,7 @@ static bool LoadOldIndustry(LoadgameState *ls, int num)
i = GetIndustry(num);
if (!LoadChunk(ls, i, industry_chunk)) return false;
if (IsValidIndustry(i)) {
if (i->IsValid()) {
i->town = GetTown(REMAP_TOWN_IDX(_old_town_index));
}

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@ -656,7 +656,7 @@ static char* FormatString(char* buff, const char* str, const int64* argv, uint c
int64 args[2];
/* industry not valid anymore? */
if (!IsValidIndustry(i)) break;
if (!i->IsValid()) break;
/* First print the town name and the industry type name
* The string STR_INDUSTRY_PATTERN controls the formatting */

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@ -61,7 +61,7 @@ Town::~Town()
_total_towns--;
/* Delete all industries belonging to the town */
FOR_ALL_INDUSTRIES(i) if (i->town == this) DeleteIndustry(i);
FOR_ALL_INDUSTRIES(i) if (i->town == this) delete i;
/* Go through all tiles and delete those belonging to the town */
for (TileIndex tile = 0; tile < MapSize(); ++tile) {