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Location: cpp/openttd-patchpack/source/depot.c
r4855:00332ec5d245
2.8 KiB
text/x-c
(svn r6781) - Fix (r5926): Some house introduction dates were incorrectly adjusted in the move to 32bit dates.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | /* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "depot.h"
#include "functions.h"
#include "tile.h"
#include "map.h"
#include "table/strings.h"
#include "saveload.h"
#include "order.h"
enum {
/* Max depots: 64000 (8 * 8000) */
DEPOT_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
DEPOT_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the depot-pool
*/
static void DepotPoolNewBlock(uint start_item)
{
Depot *d;
/* 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 (d = GetDepot(start_item); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL) d->index = start_item++;
}
/* Initialize the town-pool */
MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, NULL, 0, 0, NULL };
/**
* Gets a depot from a tile
*
* @return Returns the depot if the tile had a depot, else it returns NULL
*/
Depot *GetDepotByTile(TileIndex tile)
{
Depot *depot;
FOR_ALL_DEPOTS(depot) {
if (depot->xy == tile) return depot;
}
return NULL;
}
/**
* Allocate a new depot
*/
Depot *AllocateDepot(void)
{
Depot *d;
/* 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 (d = GetDepot(0); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL) {
if (!IsValidDepot(d)) {
DepotID index = d->index;
memset(d, 0, sizeof(Depot));
d->index = index;
return d;
}
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_depot_pool)) return AllocateDepot();
return NULL;
}
/**
* Clean up a depot
*/
void DestroyDepot(Depot *depot)
{
/* Clear the tile */
DoClearSquare(depot->xy);
/* Clear the depot from all order-lists */
RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, depot->index);
/* Delete the depot-window */
DeleteWindowById(WC_VEHICLE_DEPOT, depot->xy);
}
void InitializeDepots(void)
{
CleanPool(&_depot_pool);
AddBlockToPool(&_depot_pool);
}
static const SaveLoad _depot_desc[] = {
SLE_CONDVAR(Depot, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Depot, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Depot, town_index, SLE_UINT16),
SLE_END()
};
static void Save_DEPT(void)
{
Depot *depot;
FOR_ALL_DEPOTS(depot) {
SlSetArrayIndex(depot->index);
SlObject(depot, _depot_desc);
}
}
static void Load_DEPT(void)
{
int index;
while ((index = SlIterateArray()) != -1) {
Depot *depot;
if (!AddBlockIfNeeded(&_depot_pool, index))
error("Depots: failed loading savegame: too many depots");
depot = GetDepot(index);
SlObject(depot, _depot_desc);
}
}
const ChunkHandler _depot_chunk_handlers[] = {
{ 'DEPT', Save_DEPT, Load_DEPT, CH_ARRAY | CH_LAST},
};
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