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(svn r6976) Use the pool macros for the Depot pool
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953344fdcc
commit
da500bc3e6
20
depot.c
20
depot.c
@ -10,11 +10,6 @@
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#include "saveload.h"
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#include "saveload.h"
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#include "order.h"
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#include "order.h"
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enum {
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/* Max depots: 64000 (8 * 8000) */
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DEPOT_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
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DEPOT_POOL_MAX_BLOCKS = 8000,
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};
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/**
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/**
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* Called if a new block is added to the depot-pool
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* Called if a new block is added to the depot-pool
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@ -25,11 +20,10 @@ static void DepotPoolNewBlock(uint start_item)
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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* TODO - This is just a temporary stage, this will be removed. */
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for (d = GetDepot(start_item); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL) d->index = start_item++;
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for (d = GetDepot(start_item); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) d->index = start_item++;
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}
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}
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/* Initialize the town-pool */
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DEFINE_POOL(Depot, Depot, DepotPoolNewBlock, NULL)
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MemoryPool _depot_pool = { "Depots", DEPOT_POOL_MAX_BLOCKS, DEPOT_POOL_BLOCK_SIZE_BITS, sizeof(Depot), &DepotPoolNewBlock, NULL, 0, 0, NULL };
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/**
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/**
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@ -57,7 +51,7 @@ Depot *AllocateDepot(void)
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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* TODO - This is just a temporary stage, this will be removed. */
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for (d = GetDepot(0); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL) {
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for (d = GetDepot(0); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) {
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if (!IsValidDepot(d)) {
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if (!IsValidDepot(d)) {
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DepotID index = d->index;
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DepotID index = d->index;
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@ -69,7 +63,7 @@ Depot *AllocateDepot(void)
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}
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}
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/* Check if we can add a block to the pool */
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_depot_pool)) return AllocateDepot();
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if (AddBlockToPool(&_Depot_pool)) return AllocateDepot();
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return NULL;
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return NULL;
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}
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}
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@ -91,8 +85,8 @@ void DestroyDepot(Depot *depot)
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void InitializeDepots(void)
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void InitializeDepots(void)
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{
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{
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CleanPool(&_depot_pool);
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CleanPool(&_Depot_pool);
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AddBlockToPool(&_depot_pool);
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AddBlockToPool(&_Depot_pool);
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}
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}
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@ -120,7 +114,7 @@ static void Load_DEPT(void)
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while ((index = SlIterateArray()) != -1) {
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while ((index = SlIterateArray()) != -1) {
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Depot *depot;
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Depot *depot;
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if (!AddBlockIfNeeded(&_depot_pool, index))
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if (!AddBlockIfNeeded(&_Depot_pool, index))
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error("Depots: failed loading savegame: too many depots");
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error("Depots: failed loading savegame: too many depots");
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depot = GetDepot(index);
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depot = GetDepot(index);
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20
depot.h
20
depot.h
@ -17,23 +17,7 @@ struct Depot {
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DepotID index;
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DepotID index;
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};
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};
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extern MemoryPool _depot_pool;
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DECLARE_POOL(Depot, Depot, 3, 8000);
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/**
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* Get the pointer to the depot with index 'index'
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*/
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static inline Depot *GetDepot(DepotID index)
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{
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return (Depot*)GetItemFromPool(&_depot_pool, index);
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}
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/**
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* Get the current size of the DepotPool
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*/
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static inline uint16 GetDepotPoolSize(void)
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{
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return _depot_pool.total_items;
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}
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/**
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/**
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* Check if a depot really exists.
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* Check if a depot really exists.
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@ -58,7 +42,7 @@ static inline void DeleteDepot(Depot *depot)
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void ShowDepotWindow(TileIndex tile, byte type);
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void ShowDepotWindow(TileIndex tile, byte type);
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#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))
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#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))
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#define FOR_ALL_DEPOTS(d) FOR_ALL_DEPOTS_FROM(d, 0)
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#define FOR_ALL_DEPOTS(d) FOR_ALL_DEPOTS_FROM(d, 0)
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#define MIN_SERVINT_PERCENT 5
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#define MIN_SERVINT_PERCENT 5
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@ -521,7 +521,7 @@ static const OldChunks depot_chunk[] = {
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static bool LoadOldDepot(LoadgameState *ls, int num)
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static bool LoadOldDepot(LoadgameState *ls, int num)
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{
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{
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if (!AddBlockIfNeeded(&_depot_pool, num))
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if (!AddBlockIfNeeded(&_Depot_pool, num))
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error("Depots: failed loading savegame: too many depots");
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error("Depots: failed loading savegame: too many depots");
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if (!LoadChunk(ls, GetDepot(num), depot_chunk)) return false;
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if (!LoadChunk(ls, GetDepot(num), depot_chunk)) return false;
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