(svn r14753) -Fix (r1): after buying a company, one could have more vehicles with the same UnitID

This commit is contained in:
smatz 2008-12-26 23:53:07 +00:00
parent f183e1c6cf
commit 9c2c1dea06
3 changed files with 60 additions and 60 deletions

View File

@ -363,25 +363,12 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
}
{
int num_train = 0;
int num_road = 0;
int num_ship = 0;
int num_aircraft = 0;
FreeUnitIDGenerator unitidgen[] = {
FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner),
FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
};
Vehicle *v;
/* Determine Ids for the new vehicles */
FOR_ALL_VEHICLES(v) {
if (v->owner == new_owner) {
switch (v->type) {
case VEH_TRAIN: if (IsFrontEngine(v)) num_train++; break;
case VEH_ROAD: if (IsRoadVehFront(v)) num_road++; break;
case VEH_SHIP: num_ship++; break;
case VEH_AIRCRAFT: if (IsNormalAircraft(v)) num_aircraft++; break;
default: break;
}
}
}
FOR_ALL_VEHICLES(v) {
if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
if (new_owner == INVALID_OWNER) {
@ -391,13 +378,7 @@ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
v->colormap = PAL_NONE;
v->group_id = DEFAULT_GROUP;
if (IsEngineCountable(v)) GetCompany(new_owner)->num_engines[v->engine_type]++;
switch (v->type) {
case VEH_TRAIN: if (IsFrontEngine(v)) v->unitnumber = ++num_train; break;
case VEH_ROAD: if (IsRoadVehFront(v)) v->unitnumber = ++num_road; break;
case VEH_SHIP: v->unitnumber = ++num_ship; break;
case VEH_AIRCRAFT: if (IsNormalAircraft(v)) v->unitnumber = ++num_aircraft; break;
default: NOT_REACHED();
}
if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
}
}
}

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@ -53,6 +53,7 @@
#include "core/alloc_func.hpp"
#include "core/smallmap_type.hpp"
#include "vehiclelist.h"
#include "core/mem_func.hpp"
#include "depot_func.h"
#include "table/sprites.h"
@ -1867,51 +1868,47 @@ VehicleEnterTileStatus VehicleEnterTile(Vehicle *v, TileIndex tile, int x, int y
return _tile_type_procs[GetTileType(tile)]->vehicle_enter_tile_proc(v, tile, x, y);
}
UnitID GetFreeUnitNumber(VehicleType type)
FreeUnitIDGenerator::FreeUnitIDGenerator(VehicleType type, CompanyID owner) : cache(NULL), maxid(0), curid(0)
{
UnitID max = 0;
const Vehicle *u;
static bool *cache = NULL;
static UnitID gmax = 0;
switch (type) {
case VEH_TRAIN: max = _settings_game.vehicle.max_trains; break;
case VEH_ROAD: max = _settings_game.vehicle.max_roadveh; break;
case VEH_SHIP: max = _settings_game.vehicle.max_ships; break;
case VEH_AIRCRAFT: max = _settings_game.vehicle.max_aircraft; break;
default: NOT_REACHED();
/* Find maximum */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner) {
this->maxid = max<UnitID>(this->maxid, v->unitnumber);
}
}
if (max == 0) {
/* we can't build any of this kind of vehicle, so we just return 1 instead of looking for a free number
* a max of 0 will cause the following code to write to a NULL pointer
* We know that 1 is bigger than the max allowed vehicle number, so it's the same as returning something, that is too big
*/
return 1;
}
if (this->maxid == 0) return;
if (max > gmax) {
gmax = max;
free(cache);
cache = MallocT<bool>(max + 1);
}
this->maxid++; // so there is space for last item (with v->unitnumber == maxid)
this->maxid++; // this one will always be free (well, it will fail when there are 65535 units, so this overflows)
/* Clear the cache */
memset(cache, 0, (max + 1) * sizeof(*cache));
this->cache = MallocT<bool>(this->maxid);
MemSetT(this->cache, 0, this->maxid);
/* Fill the cache */
FOR_ALL_VEHICLES(u) {
if (u->type == type && u->owner == _current_company && u->unitnumber != 0 && u->unitnumber <= max)
cache[u->unitnumber] = true;
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner) {
this->cache[v->unitnumber] = true;
}
}
}
/* Find the first unused unit number */
UnitID unit = 1;
for (; unit <= max; unit++) {
if (!cache[unit]) break;
}
UnitID FreeUnitIDGenerator::NextID()
{
if (this->maxid <= this->curid) return ++this->curid;
return unit;
while (this->cache[++this->curid]) { } // it will stop, we reserved more space than needed
return this->curid;
}
UnitID GetFreeUnitNumber(VehicleType type)
{
FreeUnitIDGenerator gen(type, _current_company);
return gen.NextID();
}

View File

@ -647,6 +647,28 @@ static inline bool IsValidVehicleID(uint index)
return index < GetVehiclePoolSize() && GetVehicle(index)->IsValid();
}
/** Generates sequence of free UnitID numbers */
struct FreeUnitIDGenerator {
bool *cache; ///< array of occupied unit id numbers
UnitID maxid; ///< maximum ID at the moment of constructor call
UnitID curid; ///< last ID returned ; 0 if none
/** Initializes the structure. Vehicle unit numbers are supposed not to change after
* struct initialization, except after each call to this->NextID() the returned value
* is assigned to a vehicle.
* @param type type of vehicle
* @param owner owner of vehicles
*/
FreeUnitIDGenerator(VehicleType type, CompanyID owner);
/** Returns next free UnitID. Supposes the last returned value was assigned to a vehicle. */
UnitID NextID();
/** Releases allocated memory */
~FreeUnitIDGenerator() { free(this->cache); }
};
/* Returns order 'index' of a vehicle or NULL when it doesn't exists */
static inline Order *GetVehicleOrder(const Vehicle *v, int index)
{