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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r6980) Use the pool macros for the Order pool
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4cb479e083
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c61e0963e0
@ -497,7 +497,7 @@ static const OldChunks order_chunk[] = {
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static bool LoadOldOrder(LoadgameState *ls, int num)
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{
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if (!AddBlockIfNeeded(&_order_pool, num))
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if (!AddBlockIfNeeded(&_Order_pool, num))
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error("Orders: failed loading savegame: too many orders");
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if (!LoadChunk(ls, NULL, order_chunk)) return false;
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@ -259,7 +259,7 @@ static void UnInitializeDynamicVariables(void)
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CleanPool(&_station_pool);
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CleanPool(&_Vehicle_pool);
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CleanPool(&_sign_pool);
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CleanPool(&_order_pool);
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CleanPool(&_Order_pool);
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free((void*)_town_sort);
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free((void*)_industry_sort);
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22
order.h
22
order.h
@ -107,23 +107,7 @@ typedef struct {
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VARDEF TileIndex _backup_orders_tile;
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VARDEF BackuppedOrders _backup_orders_data[1];
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extern MemoryPool _order_pool;
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/**
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* Get the pointer to the order with index 'index'
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*/
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static inline Order *GetOrder(OrderID index)
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{
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return (Order*)GetItemFromPool(&_order_pool, index);
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}
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/**
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* Get the current size of the OrderPool
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*/
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static inline uint16 GetOrderPoolSize(void)
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{
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return _order_pool.total_items;
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}
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DECLARE_POOL(Order, Order, 6, 1000)
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static inline VehicleOrderID GetOrderArraySize(void)
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{
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@ -149,7 +133,7 @@ static inline void DeleteOrder(Order *o)
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o->next = NULL;
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}
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#define FOR_ALL_ORDERS_FROM(order, start) for (order = GetOrder(start); order != NULL; order = (order->index + 1 < GetOrderPoolSize()) ? GetOrder(order->index + 1) : NULL) if (IsValidOrder(order))
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#define FOR_ALL_ORDERS_FROM(order, start) for (order = GetOrder(start); order != NULL; order = (order->index + 1U < GetOrderPoolSize()) ? GetOrder(order->index + 1U) : NULL) if (IsValidOrder(order))
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#define FOR_ALL_ORDERS(order) FOR_ALL_ORDERS_FROM(order, 0)
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@ -160,7 +144,7 @@ static inline bool HasOrderPoolFree(uint amount)
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const Order *order;
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/* There is always room if not all blocks in the pool are reserved */
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if (_order_pool.current_blocks < _order_pool.max_blocks)
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if (_Order_pool.current_blocks < _Order_pool.max_blocks)
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return true;
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FOR_ALL_ORDERS(order)
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19
order_cmd.c
19
order_cmd.c
@ -31,11 +31,10 @@ static void OrderPoolNewBlock(uint start_item)
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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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for (order = GetOrder(start_item); order != NULL; order = (order->index + 1 < GetOrderPoolSize()) ? GetOrder(order->index + 1) : NULL) order->index = start_item++;
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for (order = GetOrder(start_item); order != NULL; order = (order->index + 1U < GetOrderPoolSize()) ? GetOrder(order->index + 1U) : NULL) order->index = start_item++;
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}
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/* Initialize the order-pool */
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MemoryPool _order_pool = { "Orders", ORDER_POOL_MAX_BLOCKS, ORDER_POOL_BLOCK_SIZE_BITS, sizeof(Order), &OrderPoolNewBlock, NULL, 0, 0, NULL };
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DEFINE_POOL(Order, Order, OrderPoolNewBlock, NULL)
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/**
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*
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@ -122,7 +121,7 @@ static Order *AllocateOrder(void)
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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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for (order = GetOrder(0); order != NULL; order = (order->index + 1 < GetOrderPoolSize()) ? GetOrder(order->index + 1) : NULL) {
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for (order = GetOrder(0); order != NULL; order = (order->index + 1U < GetOrderPoolSize()) ? GetOrder(order->index + 1U) : NULL) {
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if (!IsValidOrder(order)) {
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OrderID index = order->index;
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@ -137,7 +136,7 @@ static Order *AllocateOrder(void)
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_order_pool)) return AllocateOrder();
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if (AddBlockToPool(&_Order_pool)) return AllocateOrder();
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return NULL;
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}
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@ -1178,8 +1177,8 @@ bool CheckForValidOrders(const Vehicle* v)
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void InitializeOrders(void)
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{
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CleanPool(&_order_pool);
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AddBlockToPool(&_order_pool);
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CleanPool(&_Order_pool);
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AddBlockToPool(&_Order_pool);
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_backup_orders_tile = 0;
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}
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@ -1227,7 +1226,7 @@ static void Load_ORDR(void)
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SlArray(orders, len, SLE_UINT16);
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for (i = 0; i < len; ++i) {
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if (!AddBlockIfNeeded(&_order_pool, i))
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if (!AddBlockIfNeeded(&_Order_pool, i))
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error("Orders: failed loading savegame: too many orders");
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AssignOrder(GetOrder(i), UnpackVersion4Order(orders[i]));
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@ -1241,7 +1240,7 @@ static void Load_ORDR(void)
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SlArray(orders, len, SLE_UINT32);
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for (i = 0; i < len; ++i) {
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if (!AddBlockIfNeeded(&_order_pool, i))
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if (!AddBlockIfNeeded(&_Order_pool, i))
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error("Orders: failed loading savegame: too many orders");
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AssignOrder(GetOrder(i), UnpackOrder(orders[i]));
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@ -1262,7 +1261,7 @@ static void Load_ORDR(void)
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while ((index = SlIterateArray()) != -1) {
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Order *order;
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if (!AddBlockIfNeeded(&_order_pool, index))
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if (!AddBlockIfNeeded(&_Order_pool, index))
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error("Orders: failed loading savegame: too many orders");
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order = GetOrder(index);
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@ -1248,7 +1248,7 @@ static void *IntToReference(uint index, SLRefType rt)
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switch (rt) {
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case REF_ORDER: {
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if (!AddBlockIfNeeded(&_order_pool, index))
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if (!AddBlockIfNeeded(&_Order_pool, index))
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error("Orders: failed loading savegame: too many orders");
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return GetOrder(index);
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}
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