author | richk |
Tue, 17 Jun 2008 10:32:49 +0000 | |
branch | NewGRF_ports |
changeset 10991 | d8811e327d12 |
parent 10275 | 5e46b660ca6c |
permissions | -rw-r--r-- |
10991
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/* $Id: animated_tile.cpp 12800 2008-04-20 08:22:59Z rubidium $ */ |
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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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84 |
/** |
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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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93 |
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94 |
/** |
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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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102 |
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103 |
/** |
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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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112 |
|
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113 |
for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) { |
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114 |
if (_animated_tile_list[_animated_tile_count] == 0) break; |
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115 |
} |
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116 |
return; |
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117 |
} |
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118 |
|
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_animated_tile_count = (uint)SlGetFieldLength() / sizeof(*_animated_tile_list); |
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120 |
|
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121 |
/* Determine a nice rounded size for the amount of allocated tiles */ |
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122 |
_animated_tile_allocated = 256; |
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123 |
while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2; |
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124 |
|
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125 |
_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated); |
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126 |
SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32); |
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127 |
} |
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128 |
|
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129 |
/** |
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* "Definition" imported by the saveload code to be able to load and save |
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131 |
* the animated tile table. |
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132 |
*/ |
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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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135 |
}; |