diff -r 67db0d431d5e -r d8811e327d12 src/animated_tile.cpp --- a/src/animated_tile.cpp Tue May 27 00:50:55 2008 +0000 +++ b/src/animated_tile.cpp Tue Jun 17 10:32:49 2008 +0000 @@ -1,135 +1,135 @@ -/* $Id: animated_tile.cpp 12800 2008-04-20 08:22:59Z rubidium $ */ - -/** @file animated_tile.cpp Everything related to animated tiles. */ - -#include "stdafx.h" -#include "openttd.h" -#include "saveload.h" -#include "landscape.h" -#include "core/alloc_func.hpp" -#include "functions.h" - -/** The table/list with animated tiles. */ -TileIndex *_animated_tile_list = NULL; -/** The number of animated tiles in the current state. */ -uint _animated_tile_count = 0; -/** The number of slots for animated tiles allocated currently. */ -static uint _animated_tile_allocated = 0; - -/** - * Removes the given tile from the animated tile table. - * @param tile the tile to remove - */ -void DeleteAnimatedTile(TileIndex tile) -{ - for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) { - if (tile == *ti) { - /* Remove the hole - * The order of the remaining elements must stay the same, otherwise the animation loop - * may miss a tile; that's why we must use memmove instead of just moving the last element. - */ - memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti)); - _animated_tile_count--; - MarkTileDirtyByTile(tile); - return; - } - } -} - -/** - * Add the given tile to the animated tile table (if it does not exist - * on that table yet). Also increases the size of the table if necessary. - * @param tile the tile to make animated - */ -void AddAnimatedTile(TileIndex tile) -{ - MarkTileDirtyByTile(tile); - - for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) { - if (tile == *ti) return; - } - - /* Table not large enough, so make it larger */ - if (_animated_tile_count == _animated_tile_allocated) { - _animated_tile_allocated *= 2; - _animated_tile_list = ReallocT(_animated_tile_list, _animated_tile_allocated); - } - - _animated_tile_list[_animated_tile_count] = tile; - _animated_tile_count++; -} - -/** - * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them. - */ -void AnimateAnimatedTiles() -{ - const TileIndex *ti = _animated_tile_list; - while (ti < _animated_tile_list + _animated_tile_count) { - const TileIndex curr = *ti; - AnimateTile(curr); - /* During the AnimateTile call, DeleteAnimatedTile could have been called, - * deleting an element we've already processed and pushing the rest one - * slot to the left. We can detect this by checking whether the index - * in the current slot has changed - if it has, an element has been deleted, - * and we should process the current slot again instead of going forward. - * NOTE: this will still break if more than one animated tile is being - * deleted during the same AnimateTile call, but no code seems to - * be doing this anyway. - */ - if (*ti == curr) ++ti; - } -} - -/** - * Initialize all animated tile variables to some known begin point - */ -void InitializeAnimatedTiles() -{ - _animated_tile_list = ReallocT(_animated_tile_list, 256); - _animated_tile_count = 0; - _animated_tile_allocated = 256; -} - -/** - * Save the ANIT chunk. - */ -static void Save_ANIT() -{ - SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list)); - SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32); -} - -/** - * Load the ANIT chunk; the chunk containing the animated tiles. - */ -static void Load_ANIT() -{ - /* Before version 80 we did NOT have a variable length animated tile table */ - if (CheckSavegameVersion(80)) { - /* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */ - SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32); - - for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) { - if (_animated_tile_list[_animated_tile_count] == 0) break; - } - return; - } - - _animated_tile_count = SlGetFieldLength() / sizeof(*_animated_tile_list); - - /* Determine a nice rounded size for the amount of allocated tiles */ - _animated_tile_allocated = 256; - while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2; - - _animated_tile_list = ReallocT(_animated_tile_list, _animated_tile_allocated); - SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32); -} - -/** - * "Definition" imported by the saveload code to be able to load and save - * the animated tile table. - */ -extern const ChunkHandler _animated_tile_chunk_handlers[] = { - { 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST}, -}; +/* $Id: animated_tile.cpp 12800 2008-04-20 08:22:59Z rubidium $ */ + +/** @file animated_tile.cpp Everything related to animated tiles. */ + +#include "stdafx.h" +#include "openttd.h" +#include "saveload.h" +#include "landscape.h" +#include "core/alloc_func.hpp" +#include "functions.h" + +/** The table/list with animated tiles. */ +TileIndex *_animated_tile_list = NULL; +/** The number of animated tiles in the current state. */ +uint _animated_tile_count = 0; +/** The number of slots for animated tiles allocated currently. */ +static uint _animated_tile_allocated = 0; + +/** + * Removes the given tile from the animated tile table. + * @param tile the tile to remove + */ +void DeleteAnimatedTile(TileIndex tile) +{ + for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) { + if (tile == *ti) { + /* Remove the hole + * The order of the remaining elements must stay the same, otherwise the animation loop + * may miss a tile; that's why we must use memmove instead of just moving the last element. + */ + memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti)); + _animated_tile_count--; + MarkTileDirtyByTile(tile); + return; + } + } +} + +/** + * Add the given tile to the animated tile table (if it does not exist + * on that table yet). Also increases the size of the table if necessary. + * @param tile the tile to make animated + */ +void AddAnimatedTile(TileIndex tile) +{ + MarkTileDirtyByTile(tile); + + for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) { + if (tile == *ti) return; + } + + /* Table not large enough, so make it larger */ + if (_animated_tile_count == _animated_tile_allocated) { + _animated_tile_allocated *= 2; + _animated_tile_list = ReallocT(_animated_tile_list, _animated_tile_allocated); + } + + _animated_tile_list[_animated_tile_count] = tile; + _animated_tile_count++; +} + +/** + * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them. + */ +void AnimateAnimatedTiles() +{ + const TileIndex *ti = _animated_tile_list; + while (ti < _animated_tile_list + _animated_tile_count) { + const TileIndex curr = *ti; + AnimateTile(curr); + /* During the AnimateTile call, DeleteAnimatedTile could have been called, + * deleting an element we've already processed and pushing the rest one + * slot to the left. We can detect this by checking whether the index + * in the current slot has changed - if it has, an element has been deleted, + * and we should process the current slot again instead of going forward. + * NOTE: this will still break if more than one animated tile is being + * deleted during the same AnimateTile call, but no code seems to + * be doing this anyway. + */ + if (*ti == curr) ++ti; + } +} + +/** + * Initialize all animated tile variables to some known begin point + */ +void InitializeAnimatedTiles() +{ + _animated_tile_list = ReallocT(_animated_tile_list, 256); + _animated_tile_count = 0; + _animated_tile_allocated = 256; +} + +/** + * Save the ANIT chunk. + */ +static void Save_ANIT() +{ + SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list)); + SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32); +} + +/** + * Load the ANIT chunk; the chunk containing the animated tiles. + */ +static void Load_ANIT() +{ + /* Before version 80 we did NOT have a variable length animated tile table */ + if (CheckSavegameVersion(80)) { + /* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */ + SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32); + + for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) { + if (_animated_tile_list[_animated_tile_count] == 0) break; + } + return; + } + + _animated_tile_count = (uint)SlGetFieldLength() / sizeof(*_animated_tile_list); + + /* Determine a nice rounded size for the amount of allocated tiles */ + _animated_tile_allocated = 256; + while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2; + + _animated_tile_list = ReallocT(_animated_tile_list, _animated_tile_allocated); + SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32); +} + +/** + * "Definition" imported by the saveload code to be able to load and save + * the animated tile table. + */ +extern const ChunkHandler _animated_tile_chunk_handlers[] = { + { 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST}, +};