(svn r10773) -Codechange: use pool.CleanPool instead of CleanPool(&pool) and similarly for AddBlock*.

This commit is contained in:
rubidium 2007-08-03 20:18:38 +00:00
parent 9741094464
commit 2dd7a5d296
8 changed files with 30 additions and 48 deletions

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@ -1943,8 +1943,8 @@ void IndustryMonthlyLoop()
void InitializeIndustries()
{
CleanPool(&_Industry_pool);
AddBlockToPool(&_Industry_pool);
_Industry_pool.CleanPool();
_Industry_pool.AddBlockToPool();
ResetIndustryCounts();
_industry_sort_dirty = true;

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@ -20,7 +20,7 @@ STATIC_OLD_POOL(SoundInternal, FileEntry, 3, 1000, NULL, NULL)
FileEntry *AllocateFileEntry()
{
if (_sound_count == GetSoundInternalPoolSize()) {
if (!AddBlockToPool(&_SoundInternal_pool)) return NULL;
if (!_SoundInternal_pool.AddBlockToPool()) return NULL;
}
return GetSoundInternal(_sound_count++);
@ -29,7 +29,7 @@ FileEntry *AllocateFileEntry()
void InitializeSoundPool()
{
CleanPool(&_SoundInternal_pool);
_SoundInternal_pool.CleanPool();
_sound_count = 0;
/* Copy original sound data to the pool */

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@ -62,7 +62,7 @@ SpriteGroup *AllocateSpriteGroup()
{
/* This is totally different to the other pool allocators, as we never remove an item from the pool. */
if (_spritegroup_count == GetSpriteGroupPoolSize()) {
if (!AddBlockToPool(&_SpriteGroup_pool)) return NULL;
if (!_SpriteGroup_pool.AddBlockToPool()) return NULL;
}
return GetSpriteGroup(_spritegroup_count++);
@ -71,7 +71,7 @@ SpriteGroup *AllocateSpriteGroup()
void InitializeSpriteGroupPool()
{
CleanPool(&_SpriteGroup_pool);
_SpriteGroup_pool.CleanPool();
_spritegroup_count = 0;
}

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@ -106,24 +106,6 @@ struct OldMemoryPool : public OldMemoryPoolBase {
}
};
/**
* Those are the wrappers:
* CleanPool cleans the pool up, but you can use AddBlockToPool directly again
* (no need to call CreatePool!)
* AddBlockToPool adds 1 more block to the pool. Returns false if there is no
* more room
*/
static inline void CleanPool(OldMemoryPoolBase *array) { array->CleanPool(); }
static inline bool AddBlockToPool(OldMemoryPoolBase *array) { return array->AddBlockToPool(); }
/**
* Adds blocks to the pool if needed (and possible) till index fits inside the pool
*
* @return Returns false if adding failed
*/
static inline bool AddBlockIfNeeded(OldMemoryPoolBase *array, uint index) { return array->AddBlockIfNeeded(index); }
/**
* Generic function to initialize a new block in a pool.
* @param start_item the first item that needs to be initialized

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@ -302,14 +302,14 @@ static void UnInitializeGame()
UnInitializeAirports();
/* Uninitialize variables that are allocated dynamically */
CleanPool(&_Town_pool);
CleanPool(&_Industry_pool);
CleanPool(&_Station_pool);
CleanPool(&_Vehicle_pool);
CleanPool(&_Sign_pool);
CleanPool(&_Order_pool);
CleanPool(&_Group_pool);
CleanPool(&_CargoPacket_pool);
_Town_pool.CleanPool();
_Industry_pool.CleanPool();
_Station_pool.CleanPool();
_Vehicle_pool.CleanPool();
_Sign_pool.CleanPool();
_Order_pool.CleanPool();
_Group_pool.CleanPool();
_CargoPacket_pool.CleanPool();
free((void*)_town_sort);
free((void*)_industry_sort);

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@ -1269,8 +1269,8 @@ bool CheckForValidOrders(const Vehicle* v)
void InitializeOrders()
{
CleanPool(&_Order_pool);
AddBlockToPool(&_Order_pool);
_Order_pool.CleanPool();
_Order_pool.AddBlockToPool();
_backup_orders_tile = 0;
}

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@ -1122,8 +1122,8 @@ static bool InitMem()
{
_ts.count = 0;
CleanPool(&_Savegame_pool);
AddBlockToPool(&_Savegame_pool);
_Savegame_pool.CleanPool();
_Savegame_pool.AddBlockToPool();
/* A block from the pool is a contigious area of memory, so it is safe to write to it sequentially */
_sl.bufsize = GetSavegamePoolSize();
@ -1133,14 +1133,14 @@ static bool InitMem()
static void UnInitMem()
{
CleanPool(&_Savegame_pool);
_Savegame_pool.CleanPool();
}
static void WriteMem(uint size)
{
_ts.count += size;
/* Allocate new block and new buffer-pointer */
AddBlockIfNeeded(&_Savegame_pool, _ts.count);
_Savegame_pool.AddBlockIfNeeded(_ts.count);
_sl.buf = GetSavegame(_ts.count);
}
@ -1343,37 +1343,37 @@ static void *IntToReference(uint index, SLRefType rt)
switch (rt) {
case REF_ORDER: {
if (!AddBlockIfNeeded(&_Order_pool, index))
if (!_Order_pool.AddBlockIfNeeded(index))
error("Orders: failed loading savegame: too many orders");
return GetOrder(index);
}
case REF_VEHICLE: {
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
if (!_Vehicle_pool.AddBlockIfNeeded(index))
error("Vehicles: failed loading savegame: too many vehicles");
return GetVehicle(index);
}
case REF_STATION: {
if (!AddBlockIfNeeded(&_Station_pool, index))
if (!_Station_pool.AddBlockIfNeeded(index))
error("Stations: failed loading savegame: too many stations");
return GetStation(index);
}
case REF_TOWN: {
if (!AddBlockIfNeeded(&_Town_pool, index))
if (!_Town_pool.AddBlockIfNeeded(index))
error("Towns: failed loading savegame: too many towns");
return GetTown(index);
}
case REF_ROADSTOPS: {
if (!AddBlockIfNeeded(&_RoadStop_pool, index))
if (!_RoadStop_pool.AddBlockIfNeeded(index))
error("RoadStops: failed loading savegame: too many RoadStops");
return GetRoadStop(index);
}
case REF_ENGINE_RENEWS: {
if (!AddBlockIfNeeded(&_EngineRenew_pool, index))
if (!_EngineRenew_pool.AddBlockIfNeeded(index))
error("EngineRenews: failed loading savegame: too many EngineRenews");
return GetEngineRenew(index);
}
case REF_CARGO_PACKET: {
if (!AddBlockIfNeeded(&_CargoPacket_pool, index))
if (!_CargoPacket_pool.AddBlockIfNeeded(index))
error("CargoPackets: failed loading savegame: too many Cargo packets");
return GetCargoPacket(index);
}
@ -1386,7 +1386,7 @@ static void *IntToReference(uint index, SLRefType rt)
if (index == INVALID_VEHICLE)
return NULL;
if (!AddBlockIfNeeded(&_Vehicle_pool, index))
if (!_Vehicle_pool.AddBlockIfNeeded(index))
error("Vehicles: failed loading savegame: too many vehicles");
return GetVehicle(index);
}

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@ -2292,8 +2292,8 @@ void InitializeTowns()
Subsidy *s;
/* Clean the town pool and create 1 block in it */
CleanPool(&_Town_pool);
AddBlockToPool(&_Town_pool);
_Town_pool.CleanPool();
_Town_pool.AddBlockToPool();
memset(_subsidies, 0, sizeof(_subsidies));
for (s=_subsidies; s != endof(_subsidies); s++)