src/animated_tile.cpp
author rubidium
Sun, 14 Dec 2008 16:56:28 +0000
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parent 9390 88d36f907e96
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/* $Id$ */
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/** @file animated_tile.cpp Everything related to animated tiles. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "saveload.h"
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#include "landscape.h"
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#include "core/alloc_func.hpp"
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#include "functions.h"
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/** The table/list with animated tiles. */
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TileIndex *_animated_tile_list = NULL;
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/** The number of animated tiles in the current state. */
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uint _animated_tile_count = 0;
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/** The number of slots for animated tiles allocated currently. */
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static uint _animated_tile_allocated = 0;
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/**
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 * Removes the given tile from the animated tile table.
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 * @param tile the tile to remove
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 */
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void DeleteAnimatedTile(TileIndex tile)
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{
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	for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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		if (tile == *ti) {
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			/* Remove the hole
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			 * The order of the remaining elements must stay the same, otherwise the animation loop
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			 * may miss a tile; that's why we must use memmove instead of just moving the last element.
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			 */
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			memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
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			_animated_tile_count--;
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			MarkTileDirtyByTile(tile);
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			return;
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		}
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	}
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}
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/**
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 * Add the given tile to the animated tile table (if it does not exist
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 * on that table yet). Also increases the size of the table if necessary.
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 * @param tile the tile to make animated
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 */
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void AddAnimatedTile(TileIndex tile)
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{
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	MarkTileDirtyByTile(tile);
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	for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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		if (tile == *ti) return;
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	}
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	/* Table not large enough, so make it larger */
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	if (_animated_tile_count == _animated_tile_allocated) {
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		_animated_tile_allocated *= 2;
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		_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
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	}
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	_animated_tile_list[_animated_tile_count] = tile;
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	_animated_tile_count++;
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}
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/**
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 * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
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 */
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void AnimateAnimatedTiles()
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{
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	const TileIndex *ti = _animated_tile_list;
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	while (ti < _animated_tile_list + _animated_tile_count) {
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		const TileIndex curr = *ti;
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		AnimateTile(curr);
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		/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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		 * deleting an element we've already processed and pushing the rest one
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		 * slot to the left. We can detect this by checking whether the index
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		 * in the current slot has changed - if it has, an element has been deleted,
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		 * and we should process the current slot again instead of going forward.
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		 * NOTE: this will still break if more than one animated tile is being
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		 *       deleted during the same AnimateTile call, but no code seems to
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		 *       be doing this anyway.
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		 */
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		if (*ti == curr) ++ti;
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	}
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}
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/**
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 * Initialize all animated tile variables to some known begin point
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 */
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void InitializeAnimatedTiles()
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{
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	_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
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	_animated_tile_count = 0;
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	_animated_tile_allocated = 256;
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}
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/**
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 * Save the ANIT chunk.
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 */
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static void Save_ANIT()
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{
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	SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
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	SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
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}
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/**
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 * Load the ANIT chunk; the chunk containing the animated tiles.
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 */
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static void Load_ANIT()
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{
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	/* Before version 80 we did NOT have a variable length animated tile table */
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	if (CheckSavegameVersion(80)) {
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		/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
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		SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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		for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
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			if (_animated_tile_list[_animated_tile_count] == 0) break;
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		}
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		return;
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	}
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	_animated_tile_count = (uint)SlGetFieldLength() / sizeof(*_animated_tile_list);
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	/* Determine a nice rounded size for the amount of allocated tiles */
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	_animated_tile_allocated = 256;
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	while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
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	_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
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	SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
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}
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/**
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 * "Definition" imported by the saveload code to be able to load and save
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 * the animated tile table.
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 */
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extern const ChunkHandler _animated_tile_chunk_handlers[] = {
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	{ 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST},
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};