diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp --- a/src/industry_cmd.cpp +++ b/src/industry_cmd.cpp @@ -1943,8 +1943,8 @@ void IndustryMonthlyLoop() void InitializeIndustries() { - CleanPool(&_Industry_pool); - AddBlockToPool(&_Industry_pool); + _Industry_pool.CleanPool(); + _Industry_pool.AddBlockToPool(); ResetIndustryCounts(); _industry_sort_dirty = true; diff --git a/src/newgrf_sound.cpp b/src/newgrf_sound.cpp --- a/src/newgrf_sound.cpp +++ b/src/newgrf_sound.cpp @@ -20,7 +20,7 @@ STATIC_OLD_POOL(SoundInternal, FileEntry 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 @@ FileEntry *AllocateFileEntry() void InitializeSoundPool() { - CleanPool(&_SoundInternal_pool); + _SoundInternal_pool.CleanPool(); _sound_count = 0; /* Copy original sound data to the pool */ diff --git a/src/newgrf_spritegroup.cpp b/src/newgrf_spritegroup.cpp --- a/src/newgrf_spritegroup.cpp +++ b/src/newgrf_spritegroup.cpp @@ -62,7 +62,7 @@ SpriteGroup *AllocateSpriteGroup() { /* 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 @@ SpriteGroup *AllocateSpriteGroup() void InitializeSpriteGroupPool() { - CleanPool(&_SpriteGroup_pool); + _SpriteGroup_pool.CleanPool(); _spritegroup_count = 0; } diff --git a/src/oldpool.h b/src/oldpool.h --- a/src/oldpool.h +++ b/src/oldpool.h @@ -107,24 +107,6 @@ struct OldMemoryPool : public OldMemoryP }; /** - * 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 */ diff --git a/src/openttd.cpp b/src/openttd.cpp --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -302,14 +302,14 @@ static void UnInitializeGame() 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); diff --git a/src/order_cmd.cpp b/src/order_cmd.cpp --- a/src/order_cmd.cpp +++ b/src/order_cmd.cpp @@ -1269,8 +1269,8 @@ bool CheckForValidOrders(const Vehicle* void InitializeOrders() { - CleanPool(&_Order_pool); - AddBlockToPool(&_Order_pool); + _Order_pool.CleanPool(); + _Order_pool.AddBlockToPool(); _backup_orders_tile = 0; } diff --git a/src/saveload.cpp b/src/saveload.cpp --- a/src/saveload.cpp +++ b/src/saveload.cpp @@ -1122,8 +1122,8 @@ static bool InitMem() { _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 bool InitMem() 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 @@ static void *IntToReference(uint index, 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 @@ static void *IntToReference(uint index, 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); } diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -2292,8 +2292,8 @@ void InitializeTowns() 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++)