Techneck/code/source-c/entity_pool.c

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#include "entity.h"
#include "state.h"
#include <stdlib.h>
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// TODO: Write a *real* pool allocator
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tc_entity_pool_s * tc_create_entity_pool(u32_t capacity)
{
tc_entity_pool_s *pool = malloc(sizeof(tc_entity_pool_s));
pool->entities_capacity = capacity;
pool->entities = calloc(sizeof(tc_entity_pool_entry_s), capacity);
pool->first_free = &pool->entities[0];
pool->continuation = NULL;
u32_t entity_index = 0;
while(entity_index < capacity)
{
pool->entities[entity_index].next = &pool->entities[entity_index+1];
pool->entities[entity_index].previous = &pool->entities[entity_index-1];
++entity_index;
}
pool->entities[0].previous = NULL;
pool->entities[capacity-1].next = NULL;
return pool;
}
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void tc_reset_entity(tc_entity_s *entity)
{
if(entity->attributes != NULL) free(entity->attributes);
entity->attributes_capacity = 8;
entity->attributes =
calloc(sizeof(tc_entity_attribute_s), entity->attributes_capacity);
}
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tc_entity_s * tc_allocate_entity_from_pool(tc_entity_pool_s *pool)
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{
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if(pool->first_free == NULL)
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{
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if(pool->continuation == NULL)
pool->continuation = tc_create_entity_pool(pool->entities_capacity * 2);
return tc_allocate_entity_from_pool(pool->continuation);
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}
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tc_entity_s *entity = &pool->first_free->entity;
entity->pool_entry = pool->first_free;
pool->first_free = pool->first_free->next;
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return entity;
}
tc_entity_s * tc_allocate_entity()
{
return tc_allocate_entity_from_pool(tc_game_state_g.entity_registry.pool);
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}
void tc_deallocate_entity(tc_entity_s *entity)
{
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tc_entity_pool_s *pool = tc_game_state_g.entity_registry.pool;
entity->pool_entry->next = pool->first_free;
pool->first_free = entity->pool_entry;
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}