Changeset - r11897:7e0b37f90451
[Not reviewed]
master
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smatz - 15 years ago 2009-05-13 21:38:23
smatz@openttd.org
(svn r16302) -Codechange: remove Vehicle::AllocateList
6 files changed with 47 insertions and 94 deletions:
0 comments (0 inline, 0 general)
src/articulated_vehicles.cpp
Show inline comments
 
@@ -283,10 +283,10 @@ void CheckConsistencyOfArticulatedVehicl
 
	}
 
}
 

	
 
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, V
 
		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, V
 
				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;
src/articulated_vehicles.h
Show inline comments
 
@@ -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);
src/roadveh_cmd.cpp
Show inline comments
 
@@ -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 ti
 

	
 
	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 ti
 
//		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 ti
 

	
 
		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()) {
src/train_cmd.cpp
Show inline comments
 
@@ -641,31 +641,28 @@ static CommandCost CmdBuildRailWagon(Eng
 

	
 
	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(Eng
 

	
 
		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(con
 
	}
 
}
 

	
 
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 AddRearEngineToMultiheadedTr
 
	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(TileInde
 
	 * 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(TileInde
 
		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(TileInde
 
		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);
src/vehicle.cpp
Show inline comments
 
@@ -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;
src/vehicle_base.h
Show inline comments
 
@@ -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();
 

	
0 comments (0 inline, 0 general)