(svn r6986) Use the pool macros for the Town pool

This commit is contained in:
tron 2006-10-28 11:55:29 +00:00
parent 02ae75b380
commit e397b721cd
5 changed files with 12 additions and 34 deletions

View File

@ -483,7 +483,7 @@ static const OldChunks town_chunk[] = {
};
static bool LoadOldTown(LoadgameState *ls, int num)
{
if (!AddBlockIfNeeded(&_town_pool, num))
if (!AddBlockIfNeeded(&_Town_pool, num))
error("Towns: failed loading savegame: too many towns");
return LoadChunk(ls, GetTown(num), town_chunk);

View File

@ -254,7 +254,7 @@ static void InitializeDynamicVariables(void)
static void UnInitializeDynamicVariables(void)
{
/* Dynamic stuff needs to be free'd somewhere... */
CleanPool(&_town_pool);
CleanPool(&_Town_pool);
CleanPool(&_Industry_pool);
CleanPool(&_Station_pool);
CleanPool(&_Vehicle_pool);

View File

@ -1258,7 +1258,7 @@ static void *IntToReference(uint index, SLRefType rt)
return GetStation(index);
}
case REF_TOWN: {
if (!AddBlockIfNeeded(&_town_pool, index))
if (!AddBlockIfNeeded(&_Town_pool, index))
error("Towns: failed loading savegame: too many towns");
return GetTown(index);
}

20
town.h
View File

@ -152,7 +152,7 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type);
VARDEF const Town** _town_sort;
extern MemoryPool _town_pool;
DECLARE_POOL(Town, Town, 3, 8000)
/**
* Check if a Town really exists.
@ -162,22 +162,6 @@ static inline bool IsValidTown(const Town* town)
return town->xy != 0;
}
/**
* Get the pointer to the town with index 'index'
*/
static inline Town *GetTown(uint index)
{
return (Town*)GetItemFromPool(&_town_pool, index);
}
/**
* Get the current size of the TownPool
*/
static inline uint16 GetTownPoolSize(void)
{
return _town_pool.total_items;
}
VARDEF uint _total_towns;
static inline TownID GetTownArraySize(void)
@ -225,7 +209,7 @@ static inline void DeleteTown(Town *t)
t->xy = 0;
}
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) if (IsValidTown(t))
#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (IsValidTown(t))
#define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0)
VARDEF bool _town_sort_dirty;

View File

@ -30,12 +30,6 @@
#include "table/town_land.h"
#include "genworld.h"
enum {
/* Max towns: 64000 (8 * 8000) */
TOWN_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
TOWN_POOL_MAX_BLOCKS = 8000,
};
/**
* Called if a new block is added to the town-pool
*/
@ -45,11 +39,11 @@ static void TownPoolNewBlock(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 (t = GetTown(start_item); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) t->index = start_item++;
for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
}
/* Initialize the town-pool */
MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, NULL, 0, 0, NULL };
DEFINE_POOL(Town, Town, TownPoolNewBlock, NULL)
void DestroyTown(Town *t)
{
@ -985,7 +979,7 @@ static Town *AllocateTown(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 (t = GetTown(0); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) {
for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
if (!IsValidTown(t)) {
TownID index = t->index;
@ -999,7 +993,7 @@ static Town *AllocateTown(void)
}
/* Check if we can add a block to the pool */
if (AddBlockToPool(&_town_pool))
if (AddBlockToPool(&_Town_pool))
return AllocateTown();
return NULL;
@ -1830,8 +1824,8 @@ void InitializeTowns(void)
Subsidy *s;
/* Clean the town pool and create 1 block in it */
CleanPool(&_town_pool);
AddBlockToPool(&_town_pool);
CleanPool(&_Town_pool);
AddBlockToPool(&_Town_pool);
memset(_subsidies, 0, sizeof(_subsidies));
for (s=_subsidies; s != endof(_subsidies); s++)
@ -1943,7 +1937,7 @@ static void Load_TOWN(void)
while ((index = SlIterateArray()) != -1) {
Town *t;
if (!AddBlockIfNeeded(&_town_pool, index))
if (!AddBlockIfNeeded(&_Town_pool, index))
error("Towns: failed loading savegame: too many towns");
t = GetTown(index);