summaryrefslogtreecommitdiff
path: root/src/animated_tile.cpp
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2008-04-20 08:22:59 +0000
committerrubidium <rubidium@openttd.org>2008-04-20 08:22:59 +0000
commit15680e477a2447a590fa2fc20364c74d8e151aa3 (patch)
treee8e54949e38c71199b798cb8389049ee295fa027 /src/animated_tile.cpp
parent4f8409daf609a857eb9261818bc9afd313f30fed (diff)
downloadopenttd-15680e477a2447a590fa2fc20364c74d8e151aa3.tar.xz
(svn r12800) -Codechange: move the animated tile related functions out of texteff.cpp (it isn't a text effect after all). Also remove a few more functions from functions.
Diffstat (limited to 'src/animated_tile.cpp')
-rw-r--r--src/animated_tile.cpp135
1 files changed, 135 insertions, 0 deletions
diff --git a/src/animated_tile.cpp b/src/animated_tile.cpp
new file mode 100644
index 000000000..dfc0d2cb0
--- /dev/null
+++ b/src/animated_tile.cpp
@@ -0,0 +1,135 @@
+/* $Id$ */
+
+/** @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<TileIndex>(_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<TileIndex>(_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<TileIndex>(_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},
+};