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https://github.com/JGRennison/OpenTTD-patches.git
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231111ce3d
- Codechange: Rename pool.[ch] to oldpool.[ch].
128 lines
2.6 KiB
C
128 lines
2.6 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "depot.h"
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#include "functions.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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/**
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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 *d;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (d = GetDepot(start_item); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) d->index = start_item++;
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}
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DEFINE_OLD_POOL(Depot, Depot, DepotPoolNewBlock, 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) 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 *d;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (d = GetDepot(0); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) {
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if (!IsValidDepot(d)) {
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DepotID index = d->index;
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memset(d, 0, sizeof(Depot));
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d->index = index;
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return d;
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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)) return AllocateDepot();
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return NULL;
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}
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/**
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* Clean up a depot
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*/
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void DestroyDepot(Depot *depot)
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{
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/* Clear the tile */
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DoClearSquare(depot->xy);
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/* Clear the depot from all order-lists */
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RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, depot->index);
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/* Delete the depot-window */
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DeleteWindowById(WC_VEHICLE_DEPOT, depot->xy);
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}
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void InitializeDepots(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, SL_MAX_VERSION),
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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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SlSetArrayIndex(depot->index);
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SlObject(depot, _depot_desc);
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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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