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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unit_manager.cpp - Unit manager. */
//
// (c) Copyright 2007-2014 by Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include "stratagus.h"
#include "unit_manager.h"
#include "unit.h"
#include "iolib.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
CUnit *UnitSlots[MAX_UNIT_SLOTS]; /// All possible units
unsigned int UnitSlotFree; /// First free unit slot
CUnitManager UnitManager; /// Unit manager
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
/**
** Initial memory allocation for units.
*/
void CUnitManager::Init()
{
// Release memory of units in release list.
while (!ReleasedUnits.empty()) {
CUnit *unit = ReleasedUnits.front();
ReleasedUnits.pop_front();
delete unit;
}
// Initialize the free unit slots
memset(UnitSlots, 0, MAX_UNIT_SLOTS * sizeof(*UnitSlots));
UnitSlotFree = 0;
}
/**
** Allocate a new unit
**
** @return New unit
*/
CUnit *CUnitManager::AllocUnit()
{
CUnit *unit = NoUnitP;
//
// Can use released unit?
//
if (!ReleasedUnits.empty() && ReleasedUnits.front()->Refs < GameCycle) {
unit = ReleasedUnits.front();
ReleasedUnits.pop_front();
int slot = unit->Slot;
unit->Init();
unit->Slot = slot;
} else {
unit = new CUnit;
if (!unit) {
fprintf(stderr, "Out of memory\n");
return NoUnitP;
}
UnitSlots[UnitSlotFree] = unit;
unit->Slot = UnitSlotFree;
UnitSlotFree++;
}
return unit;
}
/**
** Release a unit
**
** @param unit Unit to release
*/
void CUnitManager::ReleaseUnit(CUnit *unit)
{
ReleasedUnits.push_back(unit);
unit->Refs = GameCycle + 500; // can be reused after this time
}
/**
** Save state of unit manager to file.
**
** @param file Output file.
*/
void CUnitManager::Save(CFile *file)
{
file->printf("SlotUsage(%d, {", UnitSlotFree);
std::list<CUnit *>::iterator it = ReleasedUnits.begin();
for (; it != ReleasedUnits.end(); ++it) {
if (it != ReleasedUnits.begin()) {
file->printf(", ");
}
file->printf("{Slot = %d, FreeCycle = %lu}", (*it)->Slot, (*it)->Refs);
}
file->printf("})\n");
}
//@}
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