spritecache.h
author Darkvater
Thu, 02 Mar 2006 02:22:15 +0000
changeset 3121 2e50f731567a
parent 2436 177cb6a8339f
child 3565 03d870cc3dcd
permissions -rw-r--r--
(svn r3726) - [6/6] Finalize conversion, finally save the patches struct.
- Remove the temporary synchronisation in during the map-transfer as this is no longer needed
- The saved patches work just like the saved gameoptions. You have a _patches and a _patches_newgame struct. The _patches_newgame struct contains the values from the configuration file and thus the defaults for new games. When a new game is started or an older game is loaded, the default values are copied over to _patches to be used. When you load a game that has PATS saved, the default values are also loaded, but immediately overwritten by the values from the savegame. This ensures that player-based values are always taken from your personal preferences.
- The current implementation also changes the default values if you change player-based settings in the game. For example changing window_snap_radius in a certain game will also change it for all next OpenTTD sessions.
- The savegame version has been increased to 22.
- The last 6 orso patches close the following reports:
[ 1366446 ] different names for patches: all patch settings have the same name as in the configuration file and are reachable from the console.
[ 1288024 ] Strange string on OTTD initial screen: configuration (and this includes patches) inputs are validated and clamped to their minimum/maximum values.
[ 1423198 ] Make "Signals on Drive side" player, not server, based: this is only visual so current setting is to save it with the savegame but not synchronise in multiplayer.
[ 1208070 ] Patches and New GRF options saved: apart from newgrf this is done
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/* $Id$ */
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#ifndef SPRITECACHE_H
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#define SPRITECACHE_H
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typedef struct Sprite {
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	byte info;
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	byte height;
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	uint16 width;
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	int16 x_offs;
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	int16 y_offs;
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	byte data[VARARRAY_SIZE];
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} Sprite;
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const void *GetRawSprite(SpriteID sprite);
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static inline const Sprite *GetSprite(SpriteID sprite)
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{
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	return GetRawSprite(sprite);
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}
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static inline const byte *GetNonSprite(SpriteID sprite)
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{
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	return GetRawSprite(sprite);
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}
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void GfxInitSpriteMem(void);
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void IncreaseSpriteLRU(void);
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bool LoadNextSprite(int load_index, byte file_index);
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void DupSprite(SpriteID old, SpriteID new);
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void SkipSprites(uint count);
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#endif /* SPRITECACHE_H */