Files @ r3016:b28a60dfd364
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Location: cpp/openttd-patchpack/source/depot.c

bjarni
(svn r3596) -Codechange: [OSX] changed to use Apple's macros instead of OTTD macros for endian conversion
This increases the execution speed a lot since GCC can't detect the OTTD macro as an endian conversion
while Apple's code uses the instruction to convert endian instead of a series of instructions to produce the same result

Since we don't have that many endian conversions in the game, overall performance should not increase noteworthy
/* $Id$ */

#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},
};