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@ -30,12 +30,6 @@
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#include "table/town_land.h"
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#include "genworld.h"
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enum {
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/* Max towns: 64000 (8 * 8000) */
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TOWN_POOL_BLOCK_SIZE_BITS = 3, /* In bits, so (1 << 3) == 8 */
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TOWN_POOL_MAX_BLOCKS = 8000,
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};
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/**
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* Called if a new block is added to the town-pool
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*/
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@ -45,11 +39,11 @@ static void TownPoolNewBlock(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 (t = GetTown(start_item); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) t->index = start_item++;
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for (t = GetTown(start_item); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) t->index = start_item++;
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}
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/* Initialize the town-pool */
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MemoryPool _town_pool = { "Towns", TOWN_POOL_MAX_BLOCKS, TOWN_POOL_BLOCK_SIZE_BITS, sizeof(Town), &TownPoolNewBlock, NULL, 0, 0, NULL };
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DEFINE_POOL(Town, Town, TownPoolNewBlock, NULL)
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void DestroyTown(Town *t)
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{
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@ -985,7 +979,7 @@ static Town *AllocateTown(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 (t = GetTown(0); t != NULL; t = (t->index + 1 < GetTownPoolSize()) ? GetTown(t->index + 1) : NULL) {
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for (t = GetTown(0); t != NULL; t = (t->index + 1U < GetTownPoolSize()) ? GetTown(t->index + 1U) : NULL) {
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if (!IsValidTown(t)) {
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TownID index = t->index;
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@ -999,7 +993,7 @@ static Town *AllocateTown(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(&_town_pool))
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if (AddBlockToPool(&_Town_pool))
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return AllocateTown();
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return NULL;
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@ -1830,8 +1824,8 @@ void InitializeTowns(void)
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Subsidy *s;
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/* Clean the town pool and create 1 block in it */
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CleanPool(&_town_pool);
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AddBlockToPool(&_town_pool);
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CleanPool(&_Town_pool);
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AddBlockToPool(&_Town_pool);
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memset(_subsidies, 0, sizeof(_subsidies));
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for (s=_subsidies; s != endof(_subsidies); s++)
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@ -1943,7 +1937,7 @@ static void Load_TOWN(void)
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while ((index = SlIterateArray()) != -1) {
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Town *t;
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if (!AddBlockIfNeeded(&_town_pool, index))
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if (!AddBlockIfNeeded(&_Town_pool, index))
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error("Towns: failed loading savegame: too many towns");
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t = GetTown(index);
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