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mirror of https://github.com/OpenTTD/OpenTTD.git synced 2025-08-30 09:59:10 +00:00

(svn r8066) - Codechange: MallocT(), CallocT(), ReallocT() now return the pointer to allocated memory instead of modifying the pointer given as parameter

This commit is contained in:
KUDr
2007-01-11 17:29:39 +00:00
parent 91ff746410
commit 33be1ecfb1
49 changed files with 141 additions and 181 deletions

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@@ -26,8 +26,7 @@ extern void NORETURN CDECL error(const char *str, ...);
*/
Packet *NetworkSend_Init(const PacketType type)
{
Packet *packet;
MallocT(&packet, 1);
Packet *packet = MallocT<Packet>(1);
/* An error is inplace here, because it simply means we ran out of memory. */
if (packet == NULL) error("Failed to allocate Packet");

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@@ -149,7 +149,7 @@ Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
if (cs->socket == INVALID_SOCKET) return NULL;
if (cs->packet_recv == NULL) {
MallocT(&cs->packet_recv, 1);
cs->packet_recv = MallocT<Packet>(1);
if (cs->packet_recv == NULL) error("Failed to allocate packet");
/* Set pos to zero! */
cs->packet_recv->pos = 0;

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@@ -252,12 +252,12 @@ void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameI
switch (info->game_info_version) {
case 4: {
GRFConfig *c, **dst = &info->grfconfig;
GRFConfig **dst = &info->grfconfig;
uint i;
uint num_grfs = NetworkRecv_uint8(cs, p);
for (i = 0; i < num_grfs; i++) {
CallocT(&c, 1);
GRFConfig *c = CallocT<GRFConfig>(1);
NetworkRecv_GRFIdentifier(cs, p, c);
HandleIncomingNetworkGameInfoGRFConfig(c);

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@@ -570,8 +570,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_SYNC)
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_COMMAND)
{
CommandPacket *cp;
MallocT(&cp, 1);
CommandPacket *cp = MallocT<CommandPacket>(1);
cp->player = (PlayerID)NetworkRecv_uint8(MY_CLIENT, p);
cp->cmd = NetworkRecv_uint32(MY_CLIENT, p);
cp->p1 = NetworkRecv_uint32(MY_CLIENT, p);

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@@ -14,8 +14,7 @@
// Add a command to the local command queue
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
{
CommandPacket* new_cp;
MallocT(&new_cp, 1);
CommandPacket* new_cp = MallocT<CommandPacket>(1);
*new_cp = *cp;
@@ -31,8 +30,7 @@ void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
{
CommandPacket *c;
MallocT(&c, 1);
CommandPacket *c = MallocT<CommandPacket>(1);
byte temp_callback;
c->player = _local_player;

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@@ -26,7 +26,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
prev_item = item;
}
MallocT(&item, 1);
item = MallocT<NetworkGameList>(1);
memset(item, 0, sizeof(*item));
item->next = NULL;
item->ip = ip;

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@@ -167,7 +167,7 @@ static void BuildNetworkGameList(network_ql_d *nqld)
/* Create temporary array of games to use for listing */
free(nqld->sort_list);
MallocT(&nqld->sort_list, n);
nqld->sort_list = MallocT<NetworkGameList*>(n);
if (nqld->sort_list == NULL) error("Could not allocate memory for the network-game-sorting-list");
nqld->l.list_length = n;

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@@ -793,8 +793,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
const NetworkClientInfo *ci;
byte callback;
CommandPacket *cp;
MallocT(&cp, 1);
CommandPacket *cp = MallocT<CommandPacket>(1);
// The client was never joined.. so this is impossible, right?
// Ignore the packet, give the client a warning, and close his connection