(svn r16302) -Codechange: remove Vehicle::AllocateList

pull/155/head
smatz 15 years ago
parent 3b6900baa8
commit c189a15e3e

@ -283,10 +283,10 @@ void CheckConsistencyOfArticulatedVehicle(const Vehicle *v)
}
}
void AddArticulatedParts(Vehicle **vl, VehicleType type)
void AddArticulatedParts(Vehicle *first, VehicleType type)
{
const Vehicle *v = vl[0];
Vehicle *u = vl[0];
const Vehicle *v = first;
Vehicle *u = first;
if (!HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_ARTIC_ENGINE)) return;
@ -294,23 +294,20 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED || GB(callback, 0, 8) == 0xFF) return;
/* Attempt to use pre-allocated vehicles until they run out. This can happen
* if the callback returns different values depending on the cargo type. */
u->SetNext(vl[i]);
if (u->Next() == NULL) return;
Vehicle *previous = u;
u = u->Next();
/* In the (very rare) case the GRF reported wrong number of articulated parts
* and we run out of available vehicles, bail out. */
if (!Vehicle::CanAllocateItem()) return;
EngineID engine_type = GetNewEngineID(GetEngineGRF(v->engine_type), type, GB(callback, 0, 7));
bool flip_image = HasBit(callback, 7);
Vehicle *previous = u;
const Engine *e_artic = GetEngine(engine_type);
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
u = new (u) Train();
u = new Train();
u->subtype = 0;
previous->SetNext(u);
u->u.rail.track = v->u.rail.track;
@ -330,7 +327,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
break;
case VEH_ROAD:
u = new (u) RoadVehicle();
u = new RoadVehicle();
u->subtype = 0;
previous->SetNext(u);
u->u.road.first_engine = v->engine_type;

@ -10,7 +10,7 @@
uint CountArticulatedParts(EngineID engine_type, bool purchase_window);
uint16 *GetCapacityOfArticulatedParts(EngineID engine, VehicleType type);
void AddArticulatedParts(Vehicle **vl, VehicleType type);
void AddArticulatedParts(Vehicle *first, VehicleType type);
uint32 GetUnionOfArticulatedRefitMasks(EngineID engine, VehicleType type, bool include_initial_cargo_type);
uint32 GetIntersectionOfArticulatedRefitMasks(EngineID engine, VehicleType type, bool include_initial_cargo_type);
bool IsArticulatedVehicleCarryingDifferentCargos(const Vehicle *v, CargoID *cargo_type);

@ -160,9 +160,6 @@ void RoadVehUpdateCache(Vehicle *v)
*/
CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
Vehicle *v;
UnitID unit_num;
if (!IsEngineBuildable(p1, VEH_ROAD, _current_company)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE);
const Engine *e = GetEngine(p1);
@ -181,47 +178,40 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
uint num_vehicles = 1 + CountArticulatedParts(p1, false);
/* Allow for the front and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
/* Allow for the front and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
v = vl[0];
/* find the first free roadveh id */
unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
if (unit_num > _settings_game.vehicle.max_roadveh)
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_ROAD);
if (unit_num > _settings_game.vehicle.max_roadveh) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
int x;
int y;
const RoadVehicleInfo *rvi = RoadVehInfo(p1);
v = new (v) RoadVehicle();
Vehicle *v = new RoadVehicle();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(GetRoadDepotDirection(tile));
v->owner = _current_company;
v->tile = tile;
x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
int x = TileX(tile) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(tile) * TILE_SIZE + TILE_SIZE / 2;
v->x_pos = x;
v->y_pos = y;
v->z_pos = GetSlopeZ(x, y);
v->running_ticks = 0;
// v->running_ticks = 0;
v->u.road.state = RVSB_IN_DEPOT;
v->vehstatus = VS_HIDDEN | VS_STOPPED | VS_DEFPAL;
v->spritenum = rvi->image_index;
v->cargo_type = e->GetDefaultCargoType();
v->cargo_subtype = 0;
// v->cargo_subtype = 0;
v->cargo_cap = rvi->capacity;
// v->cargo_count = 0;
v->value = cost.GetCost();
@ -230,7 +220,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
// v->load_unload_time_rem = 0;
// v->progress = 0;
// v->u.road.overtaking = 0;
// v->u.road.overtaking = 0;
v->last_station_visited = INVALID_STATION;
v->max_speed = rvi->max_speed;
@ -261,7 +251,7 @@ CommandCost CmdBuildRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint
v->cargo_cap = rvi->capacity;
AddArticulatedParts(vl, VEH_ROAD);
AddArticulatedParts(v, VEH_ROAD);
/* Call various callbacks after the whole consist has been constructed */
for (Vehicle *u = v; u != NULL; u = u->Next()) {

@ -641,31 +641,28 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
uint num_vehicles = 1 + CountArticulatedParts(engine, false);
/* Allow for the wagon and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
/* Allow for the wagon and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
if (flags & DC_EXEC) {
Vehicle *v = vl[0];
v->spritenum = rvi->image_index;
Vehicle *u = NULL;
Vehicle *w;
FOR_ALL_VEHICLES(w) {
/* do not connect new wagon with crashed/flooded consists */
if (w->type == VEH_TRAIN && w->tile == tile &&
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) { /// do not connect new wagon with crashed/flooded consists
IsFreeWagon(w) && w->engine_type == engine &&
!HASBITS(w->vehstatus, VS_CRASHED)) {
u = GetLastVehicleInChain(w);
break;
}
}
v = new (v) Train();
Vehicle *v = new Train();
v->spritenum = rvi->image_index;
v->engine_type = engine;
DiagDirection dir = GetRailDepotDirection(tile);
@ -707,7 +704,7 @@ static CommandCost CmdBuildRailWagon(EngineID engine, TileIndex tile, DoCommandF
v->group_id = DEFAULT_GROUP;
AddArticulatedParts(vl, VEH_TRAIN);
AddArticulatedParts(v, VEH_TRAIN);
_new_vehicle_id = v->index;
@ -743,9 +740,11 @@ static void NormalizeTrainVehInDepot(const Vehicle *u)
}
}
static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u)
static void AddRearEngineToMultiheadedTrain(Vehicle *v)
{
u = new (u) Train();
Vehicle *u = new Train();
v->value >>= 1;
u->value = v->value;
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
@ -755,20 +754,23 @@ static void AddRearEngineToMultiheadedTrain(Vehicle *v, Vehicle *u)
u->u.rail.track = TRACK_BIT_DEPOT;
u->vehstatus = v->vehstatus & ~VS_STOPPED;
// u->subtype = 0;
SetMultiheaded(u);
u->spritenum = v->spritenum + 1;
u->cargo_type = v->cargo_type;
u->cargo_subtype = v->cargo_subtype;
u->cargo_cap = v->cargo_cap;
u->u.rail.railtype = v->u.rail.railtype;
v->SetNext(u);
u->engine_type = v->engine_type;
u->build_year = v->build_year;
v->value >>= 1;
u->value = v->value;
u->cur_image = 0xAC2;
u->random_bits = VehicleRandomBits();
SetMultiheaded(v);
SetMultiheaded(u);
v->SetNext(u);
VehicleMove(u, false);
/* Now we need to link the front and rear engines together */
v->u.rail.other_multiheaded_part = u;
u->u.rail.other_multiheaded_part = v;
}
/** Build a railroad vehicle.
@ -806,16 +808,11 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
* We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
/* Allow for the dual-heads and the articulated parts, plus one to "terminate" the list. */
Vehicle **vl = AllocaM(Vehicle*, num_vehicles + 1);
memset(vl, 0, sizeof(*vl) * (num_vehicles + 1));
if (!Vehicle::AllocateList(vl, num_vehicles)) {
/* Allow for the dual-heads and the articulated parts */
if (!Vehicle::CanAllocateItem(num_vehicles)) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
}
Vehicle *v = vl[0];
UnitID unit_num = (flags & DC_AUTOREPLACE) ? 0 : GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _settings_game.vehicle.max_trains) {
return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
@ -826,7 +823,7 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
v = new (v) Train();
Vehicle *v = new Train();
v->unitnumber = unit_num;
v->direction = DiagDirToDir(dir);
v->tile = tile;
@ -874,16 +871,9 @@ CommandCost CmdBuildRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1,
VehicleMove(v, false);
if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
SetMultiheaded(v);
AddRearEngineToMultiheadedTrain(vl[0], vl[1]);
/* Now we need to link the front and rear engines together
* other_multiheaded_part is the pointer that links to the other half of the engine
* vl[0] is the front and vl[1] is the rear
*/
vl[0]->u.rail.other_multiheaded_part = vl[1];
vl[1]->u.rail.other_multiheaded_part = vl[0];
AddRearEngineToMultiheadedTrain(v);
} else {
AddArticulatedParts(vl, VEH_TRAIN);
AddArticulatedParts(v, VEH_TRAIN);
}
TrainConsistChanged(v, false);

@ -206,22 +206,6 @@ byte VehicleRandomBits()
return GB(Random(), 0, 8);
}
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
{
if (!Vehicle::CanAllocateItem(num)) return false;
if (vl == NULL) return true;
uint counter = _Vehicle_pool.first_free_index;
for (int i = 0; i != num; i++) {
vl[i] = new (AllocateRaw(counter)) InvalidVehicle();
counter++;
}
return true;
}
/* Size of the hash, 6 = 64 x 64, 7 = 128 x 128. Larger sizes will (in theory) reduce hash
* lookup times at the expense of memory usage. */
const int HASH_BITS = 7;

@ -327,14 +327,6 @@ public:
uint32 cached_var42; ///< Cache for NewGRF var 42
uint32 cached_var43; ///< Cache for NewGRF var 43
/**
* Allocates a lot of vehicles.
* @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
*/
static bool AllocateList(Vehicle **vl, int num);
/** Create a new vehicle */
Vehicle();

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