(svn r10758) -Codechange: make the depot struct use the pool item class as super class.

pull/155/head
rubidium 17 years ago
parent c1d167ae14
commit c60988a1d5

@ -14,21 +14,7 @@
#include "saveload.h"
#include "order.h"
/**
* 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 + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) d->index = start_item++;
}
DEFINE_OLD_POOL(Depot, Depot, DepotPoolNewBlock, NULL)
DEFINE_OLD_POOL_GENERIC(Depot, Depot)
/**
* Gets a depot from a tile
@ -46,51 +32,23 @@ Depot *GetDepotByTile(TileIndex tile)
return NULL;
}
/**
* Allocate a new depot
*/
Depot *AllocateDepot()
{
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 + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : 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)
Depot::~Depot()
{
/* Clear the tile */
DoClearSquare(depot->xy);
/* Clear the depot from all order-lists */
RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, depot->index);
RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, this->index);
/* Delete the depot-window */
DeleteWindowById(WC_VEHICLE_DEPOT, depot->xy);
DeleteWindowById(WC_VEHICLE_DEPOT, this->xy);
this->xy = 0;
}
void InitializeDepots()
{
CleanPool(&_Depot_pool);
AddBlockToPool(&_Depot_pool);
_Depot_pool.CleanPool();
_Depot_pool.AddBlockToPool();
}
@ -116,12 +74,7 @@ static void Load_DEPT()
int index;
while ((index = SlIterateArray()) != -1) {
Depot *depot;
if (!AddBlockIfNeeded(&_Depot_pool, index))
error("Depots: failed loading savegame: too many depots");
depot = GetDepot(index);
Depot *depot = new (index) Depot();
SlObject(depot, _depot_desc);
}
}

@ -13,38 +13,27 @@
#include "rail_map.h"
#include "water_map.h"
struct Depot {
TileIndex xy;
TownID town_index;
DepotID index;
};
struct Depot;
DECLARE_OLD_POOL(Depot, Depot, 3, 8000)
/**
* Check if a depot really exists.
*/
static inline bool IsValidDepot(const Depot *depot)
{
return depot != NULL && depot->xy != 0;
}
struct Depot : PoolItem<Depot, DepotID, &_Depot_pool> {
TileIndex xy;
TownID town_index;
static inline bool IsValidDepotID(uint index)
{
return index < GetDepotPoolSize() && IsValidDepot(GetDepot(index));
}
Depot(TileIndex xy = 0) : xy(xy) {}
~Depot();
void DestroyDepot(Depot *depot);
bool IsValid() const { return this->xy != 0; }
};
static inline void DeleteDepot(Depot *depot)
static inline bool IsValidDepotID(DepotID index)
{
DestroyDepot(depot);
depot->xy = 0;
return index < GetDepotPoolSize() && GetDepot(index)->IsValid();
}
void ShowDepotWindow(TileIndex tile, VehicleType type);
#define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) if (IsValidDepot(d))
#define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_DEPOTS(d) FOR_ALL_DEPOTS_FROM(d, 0)
#define MIN_SERVINT_PERCENT 5
@ -108,7 +97,6 @@ static inline bool CanBuildDepotByTileh(DiagDirection direction, Slope tileh)
Depot *GetDepotByTile(TileIndex tile);
void InitializeDepots();
Depot *AllocateDepot();
void DeleteDepotHighlightOfVehicle(const Vehicle *v);

@ -520,7 +520,7 @@ static bool LoadOldDepot(LoadgameState *ls, int num)
if (!LoadChunk(ls, GetDepot(num), depot_chunk)) return false;
if (IsValidDepot(GetDepot(num))) {
if (IsValidDepotID(num)) {
GetDepot(num)->town_index = REMAP_TOWN_IDX(_old_town_index);
}

@ -37,6 +37,7 @@
#include "newgrf_callbacks.h"
#include "newgrf_station.h"
#include "train.h"
#include "misc/autoptr.hpp"
const byte _track_sloped_sprites[14] = {
14, 15, 22, 13,
@ -574,7 +575,6 @@ CommandCost CmdRemoveRailroadTrack(TileIndex tile, uint32 flags, uint32 p1, uint
*/
CommandCost CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Depot *d;
CommandCost cost;
Slope tileh;
@ -609,18 +609,20 @@ CommandCost CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
d = AllocateDepot();
Depot *d = new Depot(tile);
if (d == NULL) return CMD_ERROR;
AutoPtrT<Depot> d_auto_delete = d;
if (flags & DC_EXEC) {
MakeRailDepot(tile, _current_player, dir, (RailType)p1);
MarkTileDirtyByTile(tile);
d->xy = tile;
d->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
UpdateSignalsOnSegment(tile, dir);
YapfNotifyTrackLayoutChange(tile, TrackdirToTrack(DiagdirToDiagTrackdir(dir)));
d_auto_delete.Detach();
}
return cost.AddCost(_price.build_train_depot);
@ -1110,7 +1112,8 @@ static CommandCost RemoveTrainDepot(TileIndex tile, uint32 flags)
if (flags & DC_EXEC) {
DiagDirection dir = GetRailDepotDirection(tile);
DeleteDepot(GetDepotByTile(tile));
DoClearSquare(tile);
delete GetDepotByTile(tile);
UpdateSignalsOnSegment(tile, dir);
YapfNotifyTrackLayoutChange(tile, TrackdirToTrack(DiagdirToDiagTrackdir(dir)));
}

@ -31,6 +31,7 @@
#include "newgrf.h"
#include "station_map.h"
#include "tunnel_map.h"
#include "misc/autoptr.hpp"
static uint CountRoadBits(RoadBits r)
@ -721,7 +722,6 @@ CommandCost CmdRemoveLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint3
CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
CommandCost cost;
Depot *dep;
Slope tileh;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
@ -745,15 +745,16 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
dep = AllocateDepot();
Depot *dep = new Depot(tile);
if (dep == NULL) return CMD_ERROR;
AutoPtrT<Depot> d_auto_delete = dep;
if (flags & DC_EXEC) {
dep->xy = tile;
dep->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
MakeRoadDepot(tile, _current_player, dir, rt);
MarkTileDirtyByTile(tile);
d_auto_delete.Detach();
}
return cost.AddCost(_price.build_road_depot);
}
@ -765,7 +766,10 @@ static CommandCost RemoveRoadDepot(TileIndex tile, uint32 flags)
if (!EnsureNoVehicle(tile)) return CMD_ERROR;
if (flags & DC_EXEC) DeleteDepot(GetDepotByTile(tile));
if (flags & DC_EXEC) {
DoClearSquare(tile);
delete GetDepotByTile(tile);
}
return CommandCost(_price.remove_road_depot);
}

@ -887,7 +887,7 @@ static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay)
static const uint size_x[6] = { 11, 16, 16, 16, 16, 16 };
static const uint size_y[6] = { 16, 11, 16, 16, 16, 16 };
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], offset >= 2 ? 1 : 0, z);
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], offset >= 2 ? 1 : 0, z, HASBIT(_transparent_opt, TO_BRIDGES));
AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0, z, HASBIT(_transparent_opt, TO_BUILDINGS));
/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */

@ -28,6 +28,7 @@
#include "water_map.h"
#include "newgrf.h"
#include "newgrf_canal.h"
#include "misc/autoptr.hpp"
static const SpriteID _water_shore_sprites[] = {
0,
@ -62,7 +63,6 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
TileIndex tile2;
CommandCost cost, ret;
Depot *depot;
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
@ -83,17 +83,18 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
ret = DoCommand(tile2, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
if (CmdFailed(ret)) return CMD_ERROR;
depot = AllocateDepot();
Depot *depot = new Depot(tile);
if (depot == NULL) return CMD_ERROR;
AutoPtrT<Depot> d_auto_delete = depot;
if (flags & DC_EXEC) {
depot->xy = tile;
depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis);
MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis);
MarkTileDirtyByTile(tile);
MarkTileDirtyByTile(tile2);
d_auto_delete.Detach();
}
return cost.AddCost(_price.build_ship_depot);
@ -113,7 +114,7 @@ static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
if (flags & DC_EXEC) {
/* Kill the depot, which is registered at the northernmost tile. Use that one */
DeleteDepot(GetDepotByTile(tile2 < tile ? tile2 : tile));
delete GetDepotByTile(tile2 < tile ? tile2 : tile);
MakeWater(tile);
MakeWater(tile2);

Loading…
Cancel
Save