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authortron <tron@openttd.org>2006-10-28 11:02:37 +0000
committertron <tron@openttd.org>2006-10-28 11:02:37 +0000
commited9d744e4105828b1a47743ca4dec5c8cce16e34 (patch)
tree867284b1ee6e2729c4398a93eb06ddd01ac6004c
parentfd9e71999b6ac9e55b2a88f3221ab0e660934953 (diff)
downloadopenttd-ed9d744e4105828b1a47743ca4dec5c8cce16e34.tar.xz
(svn r6976) Use the pool macros for the Depot pool
-rw-r--r--depot.c20
-rw-r--r--depot.h20
-rw-r--r--oldloader.c2
3 files changed, 10 insertions, 32 deletions
diff --git a/depot.c b/depot.c
index 6e30eb31a..b838b66c2 100644
--- a/depot.c
+++ b/depot.c
@@ -10,11 +10,6 @@
#include "saveload.h"
#include "order.h"
-enum {
- /* Max depots: 64000 (8 * 8000) */
- DEPOT_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
- DEPOT_POOL_MAX_BLOCKS = 8000,
-};
/**
* Called if a new block is added to the depot-pool
@@ -25,11 +20,10 @@ static void DepotPoolNewBlock(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 (d = GetDepot(start_item); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL) d->index = start_item++;
+ for (d = GetDepot(start_item); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) d->index = start_item++;
}
-/* Initialize the town-pool */
-MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, NULL, 0, 0, NULL };
+DEFINE_POOL(Depot, Depot, DepotPoolNewBlock, NULL)
/**
@@ -57,7 +51,7 @@ Depot *AllocateDepot(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 (d = GetDepot(0); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL) {
+ for (d = GetDepot(0); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) {
if (!IsValidDepot(d)) {
DepotID index = d->index;
@@ -69,7 +63,7 @@ Depot *AllocateDepot(void)
}
/* Check if we can add a block to the pool */
- if (AddBlockToPool(&_depot_pool)) return AllocateDepot();
+ if (AddBlockToPool(&_Depot_pool)) return AllocateDepot();
return NULL;
}
@@ -91,8 +85,8 @@ void DestroyDepot(Depot *depot)
void InitializeDepots(void)
{
- CleanPool(&_depot_pool);
- AddBlockToPool(&_depot_pool);
+ CleanPool(&_Depot_pool);
+ AddBlockToPool(&_Depot_pool);
}
@@ -120,7 +114,7 @@ static void Load_DEPT(void)
while ((index = SlIterateArray()) != -1) {
Depot *depot;
- if (!AddBlockIfNeeded(&_depot_pool, index))
+ if (!AddBlockIfNeeded(&_Depot_pool, index))
error("Depots: failed loading savegame: too many depots");
depot = GetDepot(index);
diff --git a/depot.h b/depot.h
index 614a3faba..c3805ef5f 100644
--- a/depot.h
+++ b/depot.h
@@ -17,23 +17,7 @@ struct Depot {
DepotID index;
};
-extern MemoryPool _depot_pool;
-
-/**
- * Get the pointer to the depot with index 'index'
- */
-static inline Depot *GetDepot(DepotID index)
-{
- return (Depot*)GetItemFromPool(&_depot_pool, index);
-}
-
-/**
- * Get the current size of the DepotPool
- */
-static inline uint16 GetDepotPoolSize(void)
-{
- return _depot_pool.total_items;
-}
+DECLARE_POOL(Depot, Depot, 3, 8000);
/**
* Check if a depot really exists.
@@ -58,7 +42,7 @@ static inline void DeleteDepot(Depot *depot)
void ShowDepotWindow(TileIndex tile, byte type);
-#define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : 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 (IsValidDepot(d))
#define FOR_ALL_DEPOTS(d) FOR_ALL_DEPOTS_FROM(d, 0)
#define MIN_SERVINT_PERCENT 5
diff --git a/oldloader.c b/oldloader.c
index 8675b9b9d..ba9395f50 100644
--- a/oldloader.c
+++ b/oldloader.c
@@ -521,7 +521,7 @@ static const OldChunks depot_chunk[] = {
static bool LoadOldDepot(LoadgameState *ls, int num)
{
- if (!AddBlockIfNeeded(&_depot_pool, num))
+ if (!AddBlockIfNeeded(&_Depot_pool, num))
error("Depots: failed loading savegame: too many depots");
if (!LoadChunk(ls, GetDepot(num), depot_chunk)) return false;