mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
143 lines
2.6 KiB
C
143 lines
2.6 KiB
C
#include "stdafx.h"
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#include "openttd.h"
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#include "depot.h"
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#include "tile.h"
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#include "map.h"
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#include "table/strings.h"
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#include "saveload.h"
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#include "order.h"
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enum {
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/* Max depots: 64000 (8 * 8000) */
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DEPOT_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
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DEPOT_POOL_MAX_BLOCKS = 8000,
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};
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/**
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* Called if a new block is added to the depot-pool
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*/
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static void DepotPoolNewBlock(uint start_item)
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{
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Depot *depot;
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FOR_ALL_DEPOTS_FROM(depot, start_item)
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depot->index = start_item++;
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}
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/* Initialize the town-pool */
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MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, 0, 0, NULL };
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/**
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* Gets a depot from a tile
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*
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* @return Returns the depot if the tile had a depot, else it returns NULL
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*/
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Depot *GetDepotByTile(TileIndex tile)
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{
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Depot *depot;
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FOR_ALL_DEPOTS(depot) {
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if (depot->xy == tile)
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return depot;
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}
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return NULL;
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}
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/**
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* Allocate a new depot
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*/
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Depot *AllocateDepot(void)
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{
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Depot *depot;
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FOR_ALL_DEPOTS(depot) {
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if (!IsValidDepot(depot)) {
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uint index = depot->index;
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memset(depot, 0, sizeof(Depot));
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depot->index = index;
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return depot;
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}
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_depot_pool))
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return AllocateDepot();
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return NULL;
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}
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/**
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* Delete a depot
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*/
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void DoDeleteDepot(TileIndex tile)
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{
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Order order;
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Depot *depot;
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/* Get the depot */
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depot = GetDepotByTile(tile);
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/* Clear the tile */
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DoClearSquare(tile);
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/* Clear the depot */
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depot->xy = 0;
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/* Clear the depot from all order-lists */
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order.type = OT_GOTO_DEPOT;
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order.station = depot->index;
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DeleteDestinationFromVehicleOrder(order);
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/* Delete the depot-window */
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DeleteWindowById(WC_VEHICLE_DEPOT, tile);
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}
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void InitializeDepot(void)
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{
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CleanPool(&_depot_pool);
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AddBlockToPool(&_depot_pool);
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}
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static const SaveLoad _depot_desc[] = {
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SLE_CONDVAR(Depot, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
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SLE_CONDVAR(Depot, xy, SLE_UINT32, 6, 255),
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SLE_VAR(Depot,town_index, SLE_UINT16),
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SLE_END()
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};
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static void Save_DEPT(void)
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{
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Depot *depot;
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FOR_ALL_DEPOTS(depot) {
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if (IsValidDepot(depot)) {
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SlSetArrayIndex(depot->index);
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SlObject(depot, _depot_desc);
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}
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}
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}
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static void Load_DEPT(void)
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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Depot *depot;
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if (!AddBlockIfNeeded(&_depot_pool, index))
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error("Depots: failed loading savegame: too many depots");
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depot = GetDepot(index);
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SlObject(depot, _depot_desc);
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}
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}
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const ChunkHandler _depot_chunk_handlers[] = {
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{ 'DEPT', Save_DEPT, Load_DEPT, CH_ARRAY | CH_LAST},
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};
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