diff --git a/oldloader.c b/oldloader.c index 4bc40c2f01..ea447290d3 100644 --- a/oldloader.c +++ b/oldloader.c @@ -483,7 +483,7 @@ static const OldChunks town_chunk[] = { }; static bool LoadOldTown(LoadgameState *ls, int num) { - if (!AddBlockIfNeeded(&_town_pool, num)) + if (!AddBlockIfNeeded(&_Town_pool, num)) error("Towns: failed loading savegame: too many towns"); return LoadChunk(ls, GetTown(num), town_chunk); diff --git a/openttd.c b/openttd.c index ef9e3a95b2..6750c509b1 100644 --- a/openttd.c +++ b/openttd.c @@ -254,7 +254,7 @@ static void InitializeDynamicVariables(void) static void UnInitializeDynamicVariables(void) { /* Dynamic stuff needs to be free'd somewhere... */ - CleanPool(&_town_pool); + CleanPool(&_Town_pool); CleanPool(&_Industry_pool); CleanPool(&_Station_pool); CleanPool(&_Vehicle_pool); diff --git a/saveload.c b/saveload.c index aeb8c52565..56de2a9be8 100644 --- a/saveload.c +++ b/saveload.c @@ -1258,7 +1258,7 @@ static void *IntToReference(uint index, SLRefType rt) return GetStation(index); } case REF_TOWN: { - if (!AddBlockIfNeeded(&_town_pool, index)) + if (!AddBlockIfNeeded(&_Town_pool, index)) error("Towns: failed loading savegame: too many towns"); return GetTown(index); } diff --git a/town.h b/town.h index 1e0c0b1bc5..73155c855a 100644 --- a/town.h +++ b/town.h @@ -152,7 +152,7 @@ bool CheckforTownRating(uint32 flags, Town *t, byte type); VARDEF const Town** _town_sort; -extern MemoryPool _town_pool; +DECLARE_POOL(Town, Town, 3, 8000) /** * Check if a Town really exists. @@ -162,22 +162,6 @@ static inline bool IsValidTown(const Town* town) return town->xy != 0; } -/** - * Get the pointer to the town with index 'index' - */ -static inline Town *GetTown(uint index) -{ - return (Town*)GetItemFromPool(&_town_pool, index); -} - -/** - * Get the current size of the TownPool - */ -static inline uint16 GetTownPoolSize(void) -{ - return _town_pool.total_items; -} - VARDEF uint _total_towns; static inline TownID GetTownArraySize(void) @@ -225,7 +209,7 @@ static inline void DeleteTown(Town *t) t->xy = 0; } -#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) if (IsValidTown(t)) +#define FOR_ALL_TOWNS_FROM(t, start) for (t = GetTown(start); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) if (IsValidTown(t)) #define FOR_ALL_TOWNS(t) FOR_ALL_TOWNS_FROM(t, 0) VARDEF bool _town_sort_dirty; diff --git a/town_cmd.c b/town_cmd.c index 5ca064f9c3..40cd136132 100644 --- a/town_cmd.c +++ b/town_cmd.c @@ -30,12 +30,6 @@ #include "table/town_land.h" #include "genworld.h" -enum { - /* Max towns: 64000 (8 * 8000) */ - TOWN_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */ - TOWN_POOL_MAX_BLOCKS = 8000, -}; - /** * Called if a new block is added to the town-pool */ @@ -45,11 +39,11 @@ static void TownPoolNewBlock(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 (t = GetTown(start_item); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) t->index = start_item++; + for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++; } /* Initialize the town-pool */ -MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, NULL, 0, 0, NULL }; +DEFINE_POOL(Town, Town, TownPoolNewBlock, NULL) void DestroyTown(Town *t) { @@ -985,7 +979,7 @@ static Town *AllocateTown(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 (t = GetTown(0); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) { + for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) { if (!IsValidTown(t)) { TownID index = t->index; @@ -999,7 +993,7 @@ static Town *AllocateTown(void) } /* Check if we can add a block to the pool */ - if (AddBlockToPool(&_town_pool)) + if (AddBlockToPool(&_Town_pool)) return AllocateTown(); return NULL; @@ -1830,8 +1824,8 @@ void InitializeTowns(void) Subsidy *s; /* Clean the town pool and create 1 block in it */ - CleanPool(&_town_pool); - AddBlockToPool(&_town_pool); + CleanPool(&_Town_pool); + AddBlockToPool(&_Town_pool); memset(_subsidies, 0, sizeof(_subsidies)); for (s=_subsidies; s != endof(_subsidies); s++) @@ -1943,7 +1937,7 @@ static void Load_TOWN(void) while ((index = SlIterateArray()) != -1) { Town *t; - if (!AddBlockIfNeeded(&_town_pool, index)) + if (!AddBlockIfNeeded(&_Town_pool, index)) error("Towns: failed loading savegame: too many towns"); t = GetTown(index);