Changeset - r7398:6cf0bd875a61
[Not reviewed]
master
0 9 0
rubidium - 17 years ago 2007-08-03 19:36:00
rubidium@openttd.org
(svn r10770) -Codechange: use the pool item class as super class for the vehicle struct.
-Codechange: do not force "special" vehicles to be allocated in the low 1024 vehicle slots and non "special" vehicles in the rest of the slots.
9 files changed with 129 insertions and 236 deletions:
0 comments (0 inline, 0 general)
src/aircraft_cmd.cpp
Show inline comments
 
@@ -287,7 +287,7 @@ CommandCost CmdBuildAircraft(TileIndex t
 
	/* Allocate 2 or 3 vehicle structs, depending on type
 
	 * vl[0] = aircraft, vl[1] = shadow, [vl[2] = rotor] */
 
	Vehicle *vl[3];
 
	if (!AllocateVehicles(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
 
	if (!Vehicle::AllocateList(vl, avi->subtype & AIR_CTOL ? 2 : 3)) {
 
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 
	}
 

	
src/articulated_vehicles.cpp
Show inline comments
 
@@ -42,7 +42,7 @@ void AddArticulatedParts(Vehicle **vl, V
 
		/* 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->next = vl[i];
 
		if (u->next == NULL) u->next = AllocateVehicle();
 
		if (u->next == NULL) u->next = new InvalidVehicle();
 
		if (u->next == NULL) return;
 

	
 
		u = u->next;
src/disaster_cmd.cpp
Show inline comments
 
@@ -121,7 +121,6 @@ static void DisasterVehicleUpdateImage(V
 
 * and owned by nobody */
 
static void InitializeDisasterVehicle(Vehicle *v, int x, int y, byte z, Direction direction, byte subtype)
 
{
 
	v = new (v) DisasterVehicle();
 
	v->x_pos = x;
 
	v->y_pos = y;
 
	v->z_pos = z;
 
@@ -600,7 +599,7 @@ static void DisasterTick_Big_Ufo(Vehicle
 
			v->tile,
 
			0);
 

	
 
		u = ForceAllocateSpecialVehicle();
 
		u = new DisasterVehicle();
 
		if (u == NULL) {
 
			DeleteDisasterVeh(v);
 
			return;
 
@@ -609,7 +608,7 @@ static void DisasterTick_Big_Ufo(Vehicle
 
		InitializeDisasterVehicle(u, -6 * TILE_SIZE, v->y_pos, 135, DIR_SW, ST_Big_Ufo_Destroyer);
 
		u->u.disaster.big_ufo_destroyer_target = v->index;
 

	
 
		w = ForceAllocateSpecialVehicle();
 
		w = new DisasterVehicle();
 
		if (w == NULL) return;
 

	
 
		u->next = w;
 
@@ -706,7 +705,7 @@ static void DisasterTick_Submarine(Vehic
 
		VehiclePositionChanged(v);
 
		BeginVehicleMove(v);
 
		EndVehicleMove(v);
 
		DeleteVehicle(v);
 
		delete v;
 
		return;
 
	}
 

	
 
@@ -760,7 +759,7 @@ typedef void DisasterInitProc();
 
 * otherwise crashes on a random tile */
 
static void Disaster_Zeppeliner_Init()
 
{
 
	Vehicle *v = ForceAllocateSpecialVehicle(), *u;
 
	Vehicle *v = new DisasterVehicle(), *u;
 
	Station *st;
 
	int x;
 

	
 
@@ -781,7 +780,7 @@ static void Disaster_Zeppeliner_Init()
 
	InitializeDisasterVehicle(v, x, 0, 135, DIR_SE, ST_Zeppeliner);
 

	
 
	/* Allocate shadow too? */
 
	u = ForceAllocateSpecialVehicle();
 
	u = new DisasterVehicle();
 
	if (u != NULL) {
 
		v->next = u;
 
		InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Zeppeliner_Shadow);
 
@@ -794,7 +793,7 @@ static void Disaster_Zeppeliner_Init()
 
 * until it locates a road vehicle which it targets and then destroys */
 
static void Disaster_Small_Ufo_Init()
 
{
 
	Vehicle *v = ForceAllocateSpecialVehicle(), *u;
 
	Vehicle *v = new DisasterVehicle(), *u;
 
	int x;
 

	
 
	if (v == NULL) return;
 
@@ -806,7 +805,7 @@ static void Disaster_Small_Ufo_Init()
 
	v->age = 0;
 

	
 
	/* Allocate shadow too? */
 
	u = ForceAllocateSpecialVehicle();
 
	u = new DisasterVehicle();
 
	if (u != NULL) {
 
		v->next = u;
 
		InitializeDisasterVehicle(u, x, 0, 0, DIR_SE, ST_Small_Ufo_Shadow);
 
@@ -833,7 +832,7 @@ static void Disaster_Airplane_Init()
 

	
 
	if (found == NULL) return;
 

	
 
	v = ForceAllocateSpecialVehicle();
 
	v = new DisasterVehicle();
 
	if (v == NULL) return;
 

	
 
	/* Start from the bottom (south side) of the map */
 
@@ -842,7 +841,7 @@ static void Disaster_Airplane_Init()
 

	
 
	InitializeDisasterVehicle(v, x, y, 135, DIR_NE, ST_Airplane);
 

	
 
	u = ForceAllocateSpecialVehicle();
 
	u = new DisasterVehicle();
 
	if (u != NULL) {
 
		v->next = u;
 
		InitializeDisasterVehicle(u, x, y, 0, DIR_SE, ST_Airplane_Shadow);
 
@@ -869,7 +868,7 @@ static void Disaster_Helicopter_Init()
 

	
 
	if (found == NULL) return;
 

	
 
	v = ForceAllocateSpecialVehicle();
 
	v = new DisasterVehicle();
 
	if (v == NULL) return;
 

	
 
	x = -16 * TILE_SIZE;
 
@@ -877,13 +876,13 @@ static void Disaster_Helicopter_Init()
 

	
 
	InitializeDisasterVehicle(v, x, y, 135, DIR_SW, ST_Helicopter);
 

	
 
	u = ForceAllocateSpecialVehicle();
 
	u = new DisasterVehicle();
 
	if (u != NULL) {
 
		v->next = u;
 
		InitializeDisasterVehicle(u, x, y, 0, DIR_SW, ST_Helicopter_Shadow);
 
		u->vehstatus |= VS_SHADOW;
 

	
 
		w = ForceAllocateSpecialVehicle();
 
		w = new DisasterVehicle();
 
		if (w != NULL) {
 
			u->next = w;
 
			InitializeDisasterVehicle(w, x, y, 140, DIR_SW, ST_Helicopter_Rotors);
 
@@ -896,7 +895,7 @@ static void Disaster_Helicopter_Init()
 
 * down by a combat airplane, destroying the surroundings */
 
static void Disaster_Big_Ufo_Init()
 
{
 
	Vehicle *v = ForceAllocateSpecialVehicle(), *u;
 
	Vehicle *v = new DisasterVehicle(), *u;
 
	int x, y;
 

	
 
	if (v == NULL) return;
 
@@ -909,7 +908,7 @@ static void Disaster_Big_Ufo_Init()
 
	v->age = 0;
 

	
 
	/* Allocate shadow too? */
 
	u = ForceAllocateSpecialVehicle();
 
	u = new DisasterVehicle();
 
	if (u != NULL) {
 
		v->next = u;
 
		InitializeDisasterVehicle(u, x, y, 0, DIR_NW, ST_Big_Ufo_Shadow);
 
@@ -921,7 +920,7 @@ static void Disaster_Big_Ufo_Init()
 
/* Curious submarine #1, just floats around */
 
static void Disaster_Small_Submarine_Init()
 
{
 
	Vehicle *v = ForceAllocateSpecialVehicle();
 
	Vehicle *v = new DisasterVehicle();
 
	int x, y;
 
	Direction dir;
 
	uint32 r;
 
@@ -946,7 +945,7 @@ static void Disaster_Small_Submarine_Ini
 
/* Curious submarine #2, just floats around */
 
static void Disaster_Big_Submarine_Init()
 
{
 
	Vehicle *v = ForceAllocateSpecialVehicle();
 
	Vehicle *v = new DisasterVehicle();
 
	int x, y;
 
	Direction dir;
 
	uint32 r;
src/economy.cpp
Show inline comments
 
@@ -355,14 +355,14 @@ void ChangeOwnershipOfPlayerItems(Player
 
								Vehicle *u = v;
 
								do {
 
									Vehicle *next = GetNextVehicle(u);
 
									DeleteVehicle(u);
 
									delete u;
 
									u = next;
 
								} while (u != NULL);
 
							} break;
 

	
 
							case VEH_ROAD:
 
							case VEH_SHIP:
 
								DeleteVehicle(v);
 
								delete v;
 
								break;
 

	
 
							case VEH_AIRCRAFT:
src/roadveh_cmd.cpp
Show inline comments
 
@@ -185,7 +185,7 @@ CommandCost CmdBuildRoadVeh(TileIndex ti
 
	Vehicle *vl[11];
 
	memset(&vl, 0, sizeof(vl));
 

	
 
	if (!AllocateVehicles(vl, num_vehicles)) {
 
	if (!Vehicle::AllocateList(vl, num_vehicles)) {
 
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 
	}
 

	
 
@@ -372,7 +372,7 @@ CommandCost CmdSellRoadVeh(TileIndex til
 
		InvalidateWindow(WC_COMPANY, v->owner);
 
		DeleteWindowById(WC_VEHICLE_VIEW, v->index);
 
		DeleteDepotHighlightOfVehicle(v);
 
		DeleteVehicle(v);
 
		delete v;
 
	}
 

	
 
	return CommandCost(-v->value);
 
@@ -610,7 +610,7 @@ static void DeleteLastRoadVeh(Vehicle *v
 
	BeginVehicleMove(v);
 
	EndVehicleMove(v);
 

	
 
	DeleteVehicle(v);
 
	delete v;
 
}
 

	
 
static byte SetRoadVehPosition(Vehicle *v, int x, int y)
src/ship_cmd.cpp
Show inline comments
 
@@ -33,6 +33,7 @@
 
#include "newgrf_sound.h"
 
#include "date.h"
 
#include "spritecache.h"
 
#include "misc/autoptr.hpp"
 

	
 
static const uint16 _ship_sprites[] = {0x0E5D, 0x0E55, 0x0E65, 0x0E6D};
 

	
 
@@ -833,8 +834,9 @@ CommandCost CmdBuildShip(TileIndex tile,
 
	if (!IsTileDepotType(tile, TRANSPORT_WATER)) return CMD_ERROR;
 
	if (!IsTileOwner(tile, _current_player)) return CMD_ERROR;
 

	
 
	v = AllocateVehicle();
 
	v = new Ship();
 
	unit_num = HASBIT(p2, 0) ? 0 : GetFreeUnitNumber(VEH_SHIP);
 
	AutoPtrT<Vehicle> v_auto_delete = v;
 

	
 
	if (v == NULL || unit_num > _patches.max_ships)
 
		return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 
@@ -898,6 +900,8 @@ CommandCost CmdBuildShip(TileIndex tile,
 
			InvalidateAutoreplaceWindow(VEH_SHIP, v->group_id); // updates the replace Ship window
 

	
 
		GetPlayer(_current_player)->num_engines[p1]++;
 

	
 
		v_auto_delete.Detach();
 
	}
 

	
 
	return value;
 
@@ -931,7 +935,7 @@ CommandCost CmdSellShip(TileIndex tile, 
 
		InvalidateWindow(WC_COMPANY, v->owner);
 
		DeleteWindowById(WC_VEHICLE_VIEW, v->index);
 
		DeleteDepotHighlightOfVehicle(v);
 
		DeleteVehicle(v);
 
		delete v;
 
	}
 

	
 
	return CommandCost(-v->value);
src/train_cmd.cpp
Show inline comments
 
@@ -518,7 +518,7 @@ static CommandCost CmdBuildRailWagon(Eng
 

	
 
		memset(&vl, 0, sizeof(vl));
 

	
 
		if (!AllocateVehicles(vl, num_vehicles))
 
		if (!Vehicle::AllocateList(vl, num_vehicles))
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
		if (flags & DC_EXEC) {
 
@@ -686,7 +686,7 @@ CommandCost CmdBuildRailVehicle(TileInde
 

	
 
		memset(&vl, 0, sizeof(vl));
 

	
 
		if (!AllocateVehicles(vl, num_vehicles))
 
		if (!Vehicle::AllocateList(vl, num_vehicles))
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 

	
 
		Vehicle *v = vl[0];
 
@@ -1253,7 +1253,7 @@ CommandCost CmdSellRailWagon(TileIndex t
 
				if (flags & DC_EXEC) {
 
					UnlinkWagon(rear, first);
 
					DeleteDepotHighlightOfVehicle(rear);
 
					DeleteVehicle(rear);
 
					delete rear;
 
				}
 
			}
 

	
 
@@ -1308,7 +1308,7 @@ CommandCost CmdSellRailWagon(TileIndex t
 
			if (flags & DC_EXEC) {
 
				first = UnlinkWagon(v, first);
 
				DeleteDepotHighlightOfVehicle(v);
 
				DeleteVehicle(v);
 
				delete v;
 

	
 
				/* 4 If the second wagon was an engine, update it to front_engine
 
					* which UnlinkWagon() has changed to TS_Free_Car */
 
@@ -1367,7 +1367,7 @@ CommandCost CmdSellRailWagon(TileIndex t
 
							if (flags & DC_EXEC) {
 
								first = UnlinkWagon(rear, first);
 
								DeleteDepotHighlightOfVehicle(rear);
 
								DeleteVehicle(rear);
 
								delete rear;
 
							}
 
						}
 
					} else if (v->u.rail.other_multiheaded_part != NULL) {
 
@@ -1380,7 +1380,7 @@ CommandCost CmdSellRailWagon(TileIndex t
 
				if (flags & DC_EXEC) {
 
					first = UnlinkWagon(v, first);
 
					DeleteDepotHighlightOfVehicle(v);
 
					DeleteVehicle(v);
 
					delete v;
 
					RemoveVehicleFromGroup(v);
 
				}
 
			}
 
@@ -3039,7 +3039,7 @@ static void DeleteLastWagon(Vehicle *v)
 
	BeginVehicleMove(v);
 
	EndVehicleMove(v);
 

	
 
	DeleteVehicle(v);
 
	delete v;
 

	
 
	if (v->u.rail.track != TRACK_BIT_DEPOT && v->u.rail.track != TRACK_BIT_WORMHOLE)
 
		SetSignalsOnBothDir(v->tile, FIND_FIRST_BIT(v->u.rail.track));
 
@@ -3329,8 +3329,7 @@ void Train::Tick()
 
			TrainLocoHandler(this, true);
 
	} else if (IsFreeWagon(this) && HASBITS(this->vehstatus, VS_CRASHED)) {
 
		/* Delete flooded standalone wagon */
 
		if (++this->u.rail.crash_anim_pos >= 4400)
 
			DeleteVehicle(this);
 
		if (++this->u.rail.crash_anim_pos >= 4400) delete this;
 
	}
 
}
 

	
src/vehicle.cpp
Show inline comments
 
@@ -282,28 +282,12 @@ void AfterLoadVehicles()
 
	}
 
}
 

	
 
static Vehicle *InitializeVehicle(Vehicle *v)
 
Vehicle::Vehicle()
 
{
 
	VehicleID index = v->index;
 
	memset(v, 0, sizeof(Vehicle));
 
	v->index = index;
 

	
 
	assert(v->orders == NULL);
 

	
 
	v = new (v) InvalidVehicle();
 
	v->left_coord = INVALID_COORD;
 
	v->first = NULL;
 
	v->next = NULL;
 
	v->next_hash = NULL;
 
	v->string_id = 0;
 
	v->next_shared = NULL;
 
	v->prev_shared = NULL;
 
	v->depot_list  = NULL;
 
	v->random_bits = 0;
 
	v->group_id = DEFAULT_GROUP;
 
	v->fill_percent_te_id = INVALID_TE_ID;
 

	
 
	return v;
 
	this->type               = VEH_INVALID;
 
	this->left_coord         = INVALID_COORD;
 
	this->group_id           = DEFAULT_GROUP;
 
	this->fill_percent_te_id = INVALID_TE_ID;
 
}
 

	
 
/**
 
@@ -315,87 +299,21 @@ byte VehicleRandomBits()
 
	return GB(Random(), 0, 8);
 
}
 

	
 
Vehicle *ForceAllocateSpecialVehicle()
 
{
 
	/* This stays a strange story.. there should always be room for special
 
	 * vehicles (special effects all over the map), but with 65k of vehicles
 
	 * is this realistic to double-check for that? For now we just reserve
 
	 * BLOCKS_FOR_SPECIAL_VEHICLES times block_size vehicles that may only
 
	 * be used for special vehicles.. should work nicely :) */
 

	
 
	Vehicle *v;
 

	
 
	/* 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 (v = GetVehicle(0); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
 
		/* No more room for the special vehicles, return NULL */
 
		if (v->index >= (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES)
 
			return NULL;
 

	
 
		if (!v->IsValid()) return InitializeVehicle(v);
 
	}
 

	
 
	return NULL;
 
}
 

	
 
/**
 
 * finds a free vehicle in the memory or allocates a new one
 
 * returns a pointer to the first free vehicle or NULL if all vehicles are in use
 
 * *skip_vehicles is an offset to where in the array we should begin looking
 
 * this is to avoid looping though the same vehicles more than once after we learned that they are not free
 
 * this feature is used by AllocateVehicles() since it need to allocate more than one and when
 
 * another block is added to _Vehicle_pool, since we only do that when we know it's already full
 
 */
 
static Vehicle *AllocateSingleVehicle(VehicleID *skip_vehicles)
 

	
 
/* static */ bool Vehicle::AllocateList(Vehicle **vl, int num)
 
{
 
	/* See note by ForceAllocateSpecialVehicle() why we skip the
 
	 * first blocks */
 
	Vehicle *v;
 
	const int offset = (1 << Vehicle_POOL_BLOCK_SIZE_BITS) * BLOCKS_FOR_SPECIAL_VEHICLES;
 

	
 
	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
 
	 * @todo - This is just a temporary stage, this will be removed. */
 
	if (*skip_vehicles < (_Vehicle_pool.GetSize() - offset)) { // make sure the offset in the array is not larger than the array itself
 
		for (v = GetVehicle(offset + *skip_vehicles); v != NULL; v = (v->index + 1U < GetVehiclePoolSize()) ? GetVehicle(v->index + 1) : NULL) {
 
			(*skip_vehicles)++;
 
			if (!v->IsValid()) return InitializeVehicle(v);
 
		}
 
	}
 

	
 
	/* Check if we can add a block to the pool */
 
	if (AddBlockToPool(&_Vehicle_pool))
 
		return AllocateSingleVehicle(skip_vehicles);
 

	
 
	return NULL;
 
}
 

	
 

	
 
Vehicle *AllocateVehicle()
 
{
 
	VehicleID counter = 0;
 
	return AllocateSingleVehicle(&counter);
 
}
 

	
 

	
 
/** Allocates a lot of vehicles and frees them again
 
 * @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
 
 */
 
bool AllocateVehicles(Vehicle **vl, int num)
 
{
 
	int i;
 
	Vehicle *v;
 
	VehicleID counter = 0;
 

	
 
	for (i = 0; i != num; i++) {
 
		v = AllocateSingleVehicle(&counter);
 
		if (v == NULL) {
 
			return false;
 
		}
 
	uint counter = _Vehicle_pool.first_free_index;
 

	
 
	for (int i = 0; i != num; i++) {
 
		Vehicle *v = AllocateRaw(counter);
 

	
 
		if (v == NULL) return false;
 
		v = new (v) InvalidVehicle();
 

	
 
		if (vl != NULL) {
 
			vl[i] = v;
 
		}
 
		counter++;
 
	}
 

	
 
	return true;
 
@@ -671,44 +589,51 @@ bool IsEngineCountable(const Vehicle *v)
 
	}
 
}
 

	
 
void DestroyVehicle(Vehicle *v)
 
Vehicle::~Vehicle()
 
{
 
	if (IsValidStationID(v->last_station_visited)) {
 
		GetStation(v->last_station_visited)->loading_vehicles.remove(v);
 

	
 
		HideFillingPercent(v->fill_percent_te_id);
 
		v->fill_percent_te_id = INVALID_TE_ID;
 
	if (IsValidStationID(this->last_station_visited)) {
 
		GetStation(this->last_station_visited)->loading_vehicles.remove(this);
 

	
 
		HideFillingPercent(this->fill_percent_te_id);
 
		this->fill_percent_te_id = INVALID_TE_ID;
 
	}
 

	
 
	if (IsEngineCountable(v)) {
 
		GetPlayer(v->owner)->num_engines[v->engine_type]--;
 
		if (v->owner == _local_player) InvalidateAutoreplaceWindow(v->engine_type, v->group_id);
 

	
 
		if (IsValidGroupID(v->group_id)) GetGroup(v->group_id)->num_engines[v->engine_type]--;
 
		if (v->IsPrimaryVehicle()) DecreaseGroupNumVehicle(v->group_id);
 
	if (IsEngineCountable(this)) {
 
		GetPlayer(this->owner)->num_engines[this->engine_type]--;
 
		if (this->owner == _local_player) InvalidateAutoreplaceWindow(this->engine_type, this->group_id);
 

	
 
		if (IsValidGroupID(this->group_id)) GetGroup(this->group_id)->num_engines[this->engine_type]--;
 
		if (this->IsPrimaryVehicle()) DecreaseGroupNumVehicle(this->group_id);
 
	}
 

	
 
	DeleteVehicleNews(v->index, INVALID_STRING_ID);
 

	
 
	DeleteName(v->string_id);
 
	if (v->type == VEH_ROAD) ClearSlot(v);
 

	
 
	if (v->type != VEH_TRAIN || (v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)))) {
 
		InvalidateWindowData(WC_VEHICLE_DEPOT, v->tile);
 
	DeleteVehicleNews(this->index, INVALID_STRING_ID);
 

	
 
	this->QuickFree();
 
	if (this->type == VEH_ROAD) ClearSlot(this);
 

	
 
	if (this->type != VEH_TRAIN || (this->type == VEH_TRAIN && (IsFrontEngine(this) || IsFreeWagon(this)))) {
 
		InvalidateWindowData(WC_VEHICLE_DEPOT, this->tile);
 
	}
 

	
 
	v->cargo.Truncate(0);
 
	UpdateVehiclePosHash(v, INVALID_COORD, 0);
 
	v->next_hash = NULL;
 
	v->next_new_hash = NULL;
 
	if (IsPlayerBuildableVehicleType(v)) DeleteVehicleOrders(v);
 
	this->cargo.Truncate(0);
 
	UpdateVehiclePosHash(this, INVALID_COORD, 0);
 
	this->next_hash = NULL;
 
	this->next_new_hash = NULL;
 
	if (IsPlayerBuildableVehicleType(this)) DeleteVehicleOrders(this);
 

	
 
	/* Now remove any artic part. This will trigger an other
 
	 *  destroy vehicle, which on his turn can remove any
 
	 *  other artic parts. */
 
	if ((v->type == VEH_TRAIN && EngineHasArticPart(v)) || (v->type == VEH_ROAD && RoadVehHasArticPart(v))) {
 
		DeleteVehicle(v->next);
 
	if ((this->type == VEH_TRAIN && EngineHasArticPart(this)) || (this->type == VEH_ROAD && RoadVehHasArticPart(this))) {
 
		delete this->next;
 
	}
 

	
 
	new (this) InvalidVehicle();
 
}
 

	
 
void Vehicle::QuickFree()
 
{
 
	DeleteName(this->string_id);
 
}
 

	
 
/**
 
@@ -725,7 +650,7 @@ void DeleteVehicleChain(Vehicle *v)
 
	do {
 
		Vehicle *u = v;
 
		v = v->next;
 
		DeleteVehicle(u);
 
		delete u;
 
	} while (v != NULL);
 
}
 

	
 
@@ -932,7 +857,7 @@ static void ChimneySmokeTick(Vehicle *v)
 
		tile = TileVirtXY(v->x_pos, v->y_pos);
 
		if (!IsTileType(tile, MP_INDUSTRY)) {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
			return;
 
		}
 

	
 
@@ -971,7 +896,7 @@ static void SteamSmokeTick(Vehicle *v)
 
			v->cur_image++;
 
		} else {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
			return;
 
		}
 
		moved = true;
 
@@ -1006,7 +931,7 @@ static void DieselSmokeTick(Vehicle *v)
 
			EndVehicleMove(v);
 
		} else {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
		}
 
	}
 
}
 
@@ -1030,7 +955,7 @@ static void ElectricSparkTick(Vehicle *v
 
			EndVehicleMove(v);
 
		} else {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
		}
 
	}
 
}
 
@@ -1059,7 +984,7 @@ static void SmokeTick(Vehicle *v)
 
			v->cur_image++;
 
		} else {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
			return;
 
		}
 
		moved = true;
 
@@ -1088,7 +1013,7 @@ static void ExplosionLargeTick(Vehicle *
 
			EndVehicleMove(v);
 
		} else {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
		}
 
	}
 
}
 
@@ -1117,7 +1042,7 @@ static void BreakdownSmokeTick(Vehicle *
 
	if (v->u.special.animation_state == 0) {
 
		BeginVehicleMove(v);
 
		EndVehicleMove(v);
 
		DeleteVehicle(v);
 
		delete v;
 
	}
 
}
 

	
 
@@ -1138,7 +1063,7 @@ static void ExplosionSmallTick(Vehicle *
 
			EndVehicleMove(v);
 
		} else {
 
			EndVehicleMove(v);
 
			DeleteVehicle(v);
 
			delete v;
 
		}
 
	}
 
}
 
@@ -1209,7 +1134,7 @@ static void BulldozerTick(Vehicle *v)
 
			v->u.special.animation_state++;
 
			if (v->u.special.animation_state == lengthof(_bulldozer_movement)) {
 
				EndVehicleMove(v);
 
				DeleteVehicle(v);
 
				delete v;
 
				return;
 
			}
 
		}
 
@@ -1413,7 +1338,7 @@ static void BubbleTick(Vehicle *v)
 

	
 
	if (b->y == 4 && b->x == 0) {
 
		EndVehicleMove(v);
 
		DeleteVehicle(v);
 
		delete v;
 
		return;
 
	}
 

	
 
@@ -1482,9 +1407,8 @@ Vehicle *CreateEffectVehicle(int x, int 
 
{
 
	Vehicle *v;
 

	
 
	v = ForceAllocateSpecialVehicle();
 
	v = new SpecialVehicle();
 
	if (v != NULL) {
 
		v = new (v) SpecialVehicle();
 
		v->subtype = type;
 
		v->x_pos = x;
 
		v->y_pos = y;
 
@@ -1878,7 +1802,7 @@ CommandCost CmdCloneVehicle(TileIndex ti
 
			veh_counter++;
 
		} while ((v = v->next) != NULL);
 

	
 
		if (!AllocateVehicles(NULL, veh_counter)) {
 
		if (!Vehicle::AllocateList(NULL, veh_counter)) {
 
			return_cmd_error(STR_00E1_TOO_MANY_VEHICLES_IN_GAME);
 
		}
 
	}
 
@@ -3091,7 +3015,7 @@ static const SaveLoad _disaster_desc[] =
 
};
 

	
 

	
 
static const void *_veh_descs[] = {
 
static const SaveLoad *_veh_descs[] = {
 
	_train_desc,
 
	_roadveh_desc,
 
	_ship_desc,
 
@@ -3107,7 +3031,7 @@ static void Save_VEHS()
 
	/* Write the vehicles */
 
	FOR_ALL_VEHICLES(v) {
 
		SlSetArrayIndex(v->index);
 
		SlObject(v, (SaveLoad*)_veh_descs[v->type]);
 
		SlObject(v, _veh_descs[v->type]);
 
	}
 
}
 

	
 
@@ -3121,25 +3045,20 @@ static void Load_VEHS()
 

	
 
	while ((index = SlIterateArray()) != -1) {
 
		Vehicle *v;
 

	
 
		if (!AddBlockIfNeeded(&_Vehicle_pool, index))
 
			error("Vehicles: failed loading savegame: too many vehicles");
 

	
 
		v = GetVehicle(index);
 
		VehicleType vtype = (VehicleType)SlReadByte();
 

	
 
		switch (vtype) {
 
			case VEH_TRAIN:    v = new (v) Train();           break;
 
			case VEH_ROAD:     v = new (v) RoadVehicle();     break;
 
			case VEH_SHIP:     v = new (v) Ship();            break;
 
			case VEH_AIRCRAFT: v = new (v) Aircraft();        break;
 
			case VEH_SPECIAL:  v = new (v) SpecialVehicle();  break;
 
			case VEH_DISASTER: v = new (v) DisasterVehicle(); break;
 
			case VEH_INVALID:  v = new (v) InvalidVehicle();  break;
 
			case VEH_TRAIN:    v = new (index) Train();           break;
 
			case VEH_ROAD:     v = new (index) RoadVehicle();     break;
 
			case VEH_SHIP:     v = new (index) Ship();            break;
 
			case VEH_AIRCRAFT: v = new (index) Aircraft();        break;
 
			case VEH_SPECIAL:  v = new (index) SpecialVehicle();  break;
 
			case VEH_DISASTER: v = new (index) DisasterVehicle(); break;
 
			case VEH_INVALID:  v = new (index) InvalidVehicle();  break;
 
			default: NOT_REACHED();
 
		}
 

	
 
		SlObject(v, (SaveLoad*)_veh_descs[vtype]);
 
		SlObject(v, _veh_descs[vtype]);
 

	
 
		if (_cargo_count != 0 && IsPlayerBuildableVehicleType(v)) {
 
			/* Don't construct the packet with station here, because that'll fail with old savegames */
src/vehicle.h
Show inline comments
 
@@ -215,13 +215,13 @@ struct VehicleShip {
 
	TrackBitsByte state;
 
};
 

	
 
struct Vehicle;
 
DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
 

	
 
struct Vehicle {
 
struct Vehicle : PoolItem<Vehicle, VehicleID, &_Vehicle_pool> {
 
	VehicleTypeByte type;    ///< Type of vehicle
 
	byte subtype;            // subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
 

	
 
	VehicleID index;         // NOSAVE: Index in vehicle array
 

	
 
	Vehicle *next;           // next
 
	Vehicle *first;          // NOSAVE: pointer to the first vehicle in the chain
 
	Vehicle *depot_list;     //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
 
@@ -335,6 +335,23 @@ struct Vehicle {
 
		VehicleShip ship;
 
	} u;
 

	
 

	
 
	/**
 
	 * 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();
 

	
 
	/** We want to 'destruct' the right class. */
 
	virtual ~Vehicle();
 

	
 
	void QuickFree();
 

	
 
	void BeginLoading();
 
	void LeaveStation();
 

	
 
@@ -346,37 +363,6 @@ struct Vehicle {
 
	void HandleLoading(bool mode = false);
 

	
 
	/**
 
	 * An overriden version of new, so you can use the vehicle instance
 
	 * instead of a newly allocated piece of memory.
 
	 * @param size the size of the variable (unused)
 
	 * @param v    the vehicle to use as 'storage' backend
 
	 * @return the memory that is 'allocated'
 
	 */
 
	void *operator new(size_t size, Vehicle *v) { return v; }
 

	
 
	/**
 
	 * 'Free' the memory allocated by the overriden new.
 
	 * @param p the memory to 'free'
 
	 * @param v the vehicle that was given to 'new' on creation.
 
	 * @note This function isn't used (at the moment) and only added
 
	 *       to please some compiler.
 
	 */
 
	void operator delete(void *p, Vehicle *v) {}
 

	
 
	/**
 
	 * 'Free' the memory allocated by the overriden new.
 
	 * @param p the memory to 'free'
 
	 * @note This function isn't used (at the moment) and only added
 
	 *       as the above function was needed to please some compiler
 
	 *       which made it necessary to add this to please yet
 
	 *       another compiler...
 
	 */
 
	void operator delete(void *p) {}
 

	
 
	/** We want to 'destruct' the right class. */
 
	virtual ~Vehicle() {}
 

	
 
	/**
 
	 * Get a string 'representation' of the vehicle type.
 
	 * @return the string representation.
 
	 */
 
@@ -509,10 +495,6 @@ struct InvalidVehicle : public Vehicle {
 
typedef void *VehicleFromPosProc(Vehicle *v, void *data);
 

	
 
void VehicleServiceInDepot(Vehicle *v);
 
Vehicle *AllocateVehicle();
 
bool AllocateVehicles(Vehicle **vl, int num);
 
Vehicle *ForceAllocateVehicle();
 
Vehicle *ForceAllocateSpecialVehicle();
 
void VehiclePositionChanged(Vehicle *v);
 
void AfterLoadVehicles();
 
Vehicle *GetLastVehicleInChain(Vehicle *v);
 
@@ -619,8 +601,6 @@ Direction GetDirectionTowards(const Vehi
 
#define BEGIN_ENUM_WAGONS(v) do {
 
#define END_ENUM_WAGONS(v) } while ((v = v->next) != NULL);
 

	
 
DECLARE_OLD_POOL(Vehicle, Vehicle, 9, 125)
 

	
 
static inline VehicleID GetMaxVehicleIndex()
 
{
 
	/* TODO - This isn't the real content of the function, but
 
@@ -636,14 +616,6 @@ static inline uint GetNumVehicles()
 
	return GetVehiclePoolSize();
 
}
 

	
 
void DestroyVehicle(Vehicle *v);
 

	
 
static inline void DeleteVehicle(Vehicle *v)
 
{
 
	DestroyVehicle(v);
 
	v = new (v) InvalidVehicle();
 
}
 

	
 
static inline bool IsPlayerBuildableVehicleType(VehicleType type)
 
{
 
	switch (type) {
0 comments (0 inline, 0 general)