changeset 7401:1e97c047c9f6 draft

(svn r10773) -Codechange: use pool.CleanPool instead of CleanPool(&pool) and similarly for AddBlock*.
author rubidium <rubidium@openttd.org>
date Fri, 03 Aug 2007 20:18:38 +0000
parents bc5c3f42060d
children 328391d0bb23
files src/industry_cmd.cpp src/newgrf_sound.cpp src/newgrf_spritegroup.cpp src/oldpool.h src/openttd.cpp src/order_cmd.cpp src/saveload.cpp src/town_cmd.cpp
diffstat 8 files changed, 30 insertions(+), 48 deletions(-) [+]
line wrap: on
line diff
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -1943,8 +1943,8 @@
 
 void InitializeIndustries()
 {
-	CleanPool(&_Industry_pool);
-	AddBlockToPool(&_Industry_pool);
+	_Industry_pool.CleanPool();
+	_Industry_pool.AddBlockToPool();
 
 	ResetIndustryCounts();
 	_industry_sort_dirty = true;
--- a/src/newgrf_sound.cpp
+++ b/src/newgrf_sound.cpp
@@ -20,7 +20,7 @@
 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 @@
 
 void InitializeSoundPool()
 {
-	CleanPool(&_SoundInternal_pool);
+	_SoundInternal_pool.CleanPool();
 	_sound_count = 0;
 
 	/* Copy original sound data to the pool */
--- a/src/newgrf_spritegroup.cpp
+++ b/src/newgrf_spritegroup.cpp
@@ -62,7 +62,7 @@
 {
 	/* 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 @@
 
 void InitializeSpriteGroupPool()
 {
-	CleanPool(&_SpriteGroup_pool);
+	_SpriteGroup_pool.CleanPool();
 
 	_spritegroup_count = 0;
 }
--- a/src/oldpool.h
+++ b/src/oldpool.h
@@ -107,24 +107,6 @@
 };
 
 /**
- * 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
  */
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -302,14 +302,14 @@
 	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);
--- a/src/order_cmd.cpp
+++ b/src/order_cmd.cpp
@@ -1269,8 +1269,8 @@
 
 void InitializeOrders()
 {
-	CleanPool(&_Order_pool);
-	AddBlockToPool(&_Order_pool);
+	_Order_pool.CleanPool();
+	_Order_pool.AddBlockToPool();
 
 	_backup_orders_tile = 0;
 }
--- a/src/saveload.cpp
+++ b/src/saveload.cpp
@@ -1122,8 +1122,8 @@
 {
 	_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 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 @@
 
 	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 @@
 			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);
 		}
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -2292,8 +2292,8 @@
 	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++)