Files @ r3046:6457665c9b5a
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Location: cpp/openttd-patchpack/source/depot.c

Darkvater
(svn r3626) - Merge the SlGlobVarList (global variables) and SaveLoad (offset in struct, variable determined runtime) structs. The only difference between these two is the last element that either holds the address or the offset in the struct. Which one to take is determined by which function is called; SlObject or SlGlobList.
/* $Id$ */

#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 *depot;

	FOR_ALL_DEPOTS_FROM(depot, start_item)
		depot->index = start_item++;
}

/* Initialize the town-pool */
MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, 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 *depot;

	FOR_ALL_DEPOTS(depot) {
		if (!IsValidDepot(depot)) {
			uint index = depot->index;

			memset(depot, 0, sizeof(Depot));
			depot->index = index;

			return depot;
		}
	}

	/* Check if we can add a block to the pool */
	if (AddBlockToPool(&_depot_pool))
		return AllocateDepot();

	return NULL;
}

/**
 * Delete a depot
 */
void DoDeleteDepot(TileIndex tile)
{
	Order order;
	Depot *depot;

	/* Get the depot */
	depot = GetDepotByTile(tile);

	/* Clear the tile */
	DoClearSquare(tile);

	/* Clear the depot */
	depot->xy = 0;

	/* Clear the depot from all order-lists */
	order.type    = OT_GOTO_DEPOT;
	order.station = depot->index;
	DeleteDestinationFromVehicleOrder(order);

	/* Delete the depot-window */
	DeleteWindowById(WC_VEHICLE_DEPOT, tile);
}

void InitializeDepot(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, 255),
	SLE_VAR(Depot,town_index,		SLE_UINT16),
	SLE_END()
};

static void Save_DEPT(void)
{
	Depot *depot;

	FOR_ALL_DEPOTS(depot) {
		if (IsValidDepot(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},
};