mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r6979) Use the pool macros for the Industry pool
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a97f75e439
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20
industry.h
20
industry.h
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@ -80,7 +80,7 @@ typedef struct IndustrySpec {
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const IndustrySpec *GetIndustrySpec(IndustryType thistype);
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extern MemoryPool _industry_pool;
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DECLARE_POOL(Industry, Industry, 3, 8000)
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/**
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* Check if an Industry really exists.
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@ -90,22 +90,6 @@ static inline bool IsValidIndustry(const Industry *industry)
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return industry->xy != 0;
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}
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/**
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* Get the pointer to the industry with index 'index'
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*/
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static inline Industry *GetIndustry(uint index)
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{
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return (Industry*)GetItemFromPool(&_industry_pool, index);
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}
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/**
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* Get the current size of the IndustryPool
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*/
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static inline uint16 GetIndustryPoolSize(void)
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{
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return _industry_pool.total_items;
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}
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VARDEF int _total_industries;
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static inline IndustryID GetIndustryArraySize(void)
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@ -150,7 +134,7 @@ static inline void DeleteIndustry(Industry *i)
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i->xy = 0;
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}
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#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) if (IsValidIndustry(i))
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#define FOR_ALL_INDUSTRIES_FROM(i, start) for (i = GetIndustry(start); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) if (IsValidIndustry(i))
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#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
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VARDEF const Industry** _industry_sort;
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@ -32,12 +32,6 @@ void DeleteOilRig(TileIndex tile);
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static byte _industry_sound_ctr;
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static TileIndex _industry_sound_tile;
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enum {
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/* Max industries: 64000 (8 * 8000) */
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INDUSTRY_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
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INDUSTRY_POOL_MAX_BLOCKS = 8000,
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};
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/**
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* Called if a new block is added to the industry-pool
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*/
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@ -47,11 +41,10 @@ static void IndustryPoolNewBlock(uint start_item)
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (i = GetIndustry(start_item); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) i->index = start_item++;
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for (i = GetIndustry(start_item); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) i->index = start_item++;
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}
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/* Initialize the industry-pool */
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MemoryPool _industry_pool = { "Industry", INDUSTRY_POOL_MAX_BLOCKS, INDUSTRY_POOL_BLOCK_SIZE_BITS, sizeof(Industry), &IndustryPoolNewBlock, NULL, 0, 0, NULL };
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DEFINE_POOL(Industry, Industry, IndustryPoolNewBlock, NULL)
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/**
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* Retrieve the type for this industry. Although it is accessed by a tile,
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@ -1369,7 +1362,7 @@ static Industry *AllocateIndustry(void)
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (i = GetIndustry(0); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) {
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for (i = GetIndustry(0); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) {
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IndustryID index = i->index;
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if (IsValidIndustry(i)) continue;
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@ -1383,7 +1376,7 @@ static Industry *AllocateIndustry(void)
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}
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/* Check if we can add a block to the pool */
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return AddBlockToPool(&_industry_pool) ? AllocateIndustry() : NULL;
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return AddBlockToPool(&_Industry_pool) ? AllocateIndustry() : NULL;
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}
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static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, const Town *t, byte owner)
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@ -1848,8 +1841,8 @@ void IndustryMonthlyLoop(void)
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void InitializeIndustries(void)
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{
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CleanPool(&_industry_pool);
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AddBlockToPool(&_industry_pool);
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CleanPool(&_Industry_pool);
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AddBlockToPool(&_Industry_pool);
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_total_industries = 0;
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_industry_sort_dirty = true;
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@ -1924,7 +1917,7 @@ static void Load_INDY(void)
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while ((index = SlIterateArray()) != -1) {
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Industry *i;
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if (!AddBlockIfNeeded(&_industry_pool, index))
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if (!AddBlockIfNeeded(&_Industry_pool, index))
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error("Industries: failed loading savegame: too many industries");
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i = GetIndustry(index);
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@ -709,7 +709,7 @@ static bool LoadOldIndustry(LoadgameState *ls, int num)
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{
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Industry *i;
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if (!AddBlockIfNeeded(&_industry_pool, num))
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if (!AddBlockIfNeeded(&_Industry_pool, num))
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error("Industries: failed loading savegame: too many industries");
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i = GetIndustry(num);
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