(svn r6979) Use the pool macros for the Industry pool

This commit is contained in:
tron 2006-10-28 11:32:45 +00:00
parent a97f75e439
commit 4cb479e083
4 changed files with 11 additions and 34 deletions

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@ -80,7 +80,7 @@ typedef struct IndustrySpec {
const IndustrySpec *GetIndustrySpec(IndustryType thistype);
extern MemoryPool _industry_pool;
DECLARE_POOL(Industry, Industry, 3, 8000)
/**
* Check if an Industry really exists.
@ -90,22 +90,6 @@ static inline bool IsValidIndustry(const Industry *industry)
return industry->xy != 0;
}
/**
* Get the pointer to the industry with index 'index'
*/
static inline Industry *GetIndustry(uint index)
{
return (Industry*)GetItemFromPool(&_industry_pool, index);
}
/**
* Get the current size of the IndustryPool
*/
static inline uint16 GetIndustryPoolSize(void)
{
return _industry_pool.total_items;
}
VARDEF int _total_industries;
static inline IndustryID GetIndustryArraySize(void)
@ -150,7 +134,7 @@ static inline void DeleteIndustry(Industry *i)
i->xy = 0;
}
#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))
#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))
#define FOR_ALL_INDUSTRIES(i) FOR_ALL_INDUSTRIES_FROM(i, 0)
VARDEF const Industry** _industry_sort;

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@ -32,12 +32,6 @@ void DeleteOilRig(TileIndex tile);
static byte _industry_sound_ctr;
static TileIndex _industry_sound_tile;
enum {
/* Max industries: 64000 (8 * 8000) */
INDUSTRY_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
INDUSTRY_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the industry-pool
*/
@ -47,11 +41,10 @@ static void IndustryPoolNewBlock(uint start_item)
/* 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 (i = GetIndustry(start_item); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) i->index = start_item++;
for (i = GetIndustry(start_item); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) i->index = start_item++;
}
/* Initialize the industry-pool */
MemoryPool _industry_pool = { "Industry", INDUSTRY_POOL_MAX_BLOCKS, INDUSTRY_POOL_BLOCK_SIZE_BITS, sizeof(Industry), &IndustryPoolNewBlock, NULL, 0, 0, NULL };
DEFINE_POOL(Industry, Industry, IndustryPoolNewBlock, NULL)
/**
* Retrieve the type for this industry. Although it is accessed by a tile,
@ -1369,7 +1362,7 @@ static Industry *AllocateIndustry(void)
/* 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 (i = GetIndustry(0); i != NULL; i = (i->index + 1 < GetIndustryPoolSize()) ? GetIndustry(i->index + 1) : NULL) {
for (i = GetIndustry(0); i != NULL; i = (i->index + 1U < GetIndustryPoolSize()) ? GetIndustry(i->index + 1U) : NULL) {
IndustryID index = i->index;
if (IsValidIndustry(i)) continue;
@ -1383,7 +1376,7 @@ static Industry *AllocateIndustry(void)
}
/* Check if we can add a block to the pool */
return AddBlockToPool(&_industry_pool) ? AllocateIndustry() : NULL;
return AddBlockToPool(&_Industry_pool) ? AllocateIndustry() : NULL;
}
static void DoCreateNewIndustry(Industry *i, TileIndex tile, int type, const IndustryTileTable *it, const Town *t, byte owner)
@ -1848,8 +1841,8 @@ void IndustryMonthlyLoop(void)
void InitializeIndustries(void)
{
CleanPool(&_industry_pool);
AddBlockToPool(&_industry_pool);
CleanPool(&_Industry_pool);
AddBlockToPool(&_Industry_pool);
_total_industries = 0;
_industry_sort_dirty = true;
@ -1924,7 +1917,7 @@ static void Load_INDY(void)
while ((index = SlIterateArray()) != -1) {
Industry *i;
if (!AddBlockIfNeeded(&_industry_pool, index))
if (!AddBlockIfNeeded(&_Industry_pool, index))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(index);

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@ -709,7 +709,7 @@ static bool LoadOldIndustry(LoadgameState *ls, int num)
{
Industry *i;
if (!AddBlockIfNeeded(&_industry_pool, num))
if (!AddBlockIfNeeded(&_Industry_pool, num))
error("Industries: failed loading savegame: too many industries");
i = GetIndustry(num);

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@ -255,7 +255,7 @@ static void UnInitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be free'd somewhere... */
CleanPool(&_town_pool);
CleanPool(&_industry_pool);
CleanPool(&_Industry_pool);
CleanPool(&_station_pool);
CleanPool(&_Vehicle_pool);
CleanPool(&_sign_pool);