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/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "pool.h"
#include "sprite.h"
enum {
SPRITEGROUP_POOL_BLOCK_SIZE_BITS = 4, /* (1 << 4) == 16 items */
SPRITEGROUP_POOL_MAX_BLOCKS = 8000,
};
static uint _spritegroup_count = 0;
static MemoryPool _spritegroup_pool;
static void SpriteGroupPoolCleanBlock(uint start_item, uint end_item)
{
uint i;
for (i = start_item; i <= end_item; i++) {
SpriteGroup *group = (SpriteGroup*)GetItemFromPool(&_spritegroup_pool, i);
/* Free dynamically allocated memory */
switch (group->type) {
case SGT_REAL:
free(group->g.real.loaded);
free(group->g.real.loading);
break;
case SGT_DETERMINISTIC:
free(group->g.determ.ranges);
break;
case SGT_RANDOMIZED:
free(group->g.random.groups);
break;
default:
break;
}
}
}
/* Initialize the SpriteGroup pool */
static MemoryPool _spritegroup_pool = { "SpriteGr", SPRITEGROUP_POOL_MAX_BLOCKS, SPRITEGROUP_POOL_BLOCK_SIZE_BITS, sizeof(SpriteGroup), NULL, &SpriteGroupPoolCleanBlock, 0, 0, NULL };
/* Allocate a new SpriteGroup */
SpriteGroup *AllocateSpriteGroup(void)
{
/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
if (_spritegroup_count == _spritegroup_pool.total_items) {
if (!AddBlockToPool(&_spritegroup_pool)) return NULL;
}
return (SpriteGroup*)GetItemFromPool(&_spritegroup_pool, _spritegroup_count++);
}
void InitializeSpriteGroupPool(void)
{
CleanPool(&_spritegroup_pool);
AddBlockToPool(&_spritegroup_pool);
_spritegroup_count = 0;
}
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