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authorMichael Lutz <michi@icosahedron.de>2018-04-15 01:15:26 +0200
committerMichael Lutz <michi@icosahedron.de>2018-04-15 20:49:29 +0200
commit7dd6027194a5fb12ac5fa074c9c7a055a67ad41a (patch)
tree15d8691eb06537e86520dec53e8d2feca55ba7dd /src/saveload
parent4851feb10270f893b09cc03f7297022c942e0d1f (diff)
downloadopenttd-7dd6027194a5fb12ac5fa074c9c7a055a67ad41a.tar.xz
Codechange: Use a SmallVec for the animated tile list instead of replicating most of the logic.
Diffstat (limited to 'src/saveload')
-rw-r--r--src/saveload/afterload.cpp15
-rw-r--r--src/saveload/animated_tile_sl.cpp29
-rw-r--r--src/saveload/oldloader_sl.cpp20
3 files changed, 28 insertions, 36 deletions
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index d5d9bc3a4..f01afb425 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -2157,22 +2157,21 @@ bool AfterLoadGame()
/* Animated tiles would sometimes not be actually animated or
* in case of old savegames duplicate. */
- extern TileIndex *_animated_tile_list;
- extern uint _animated_tile_count;
+ extern SmallVector<TileIndex, 256> _animated_tiles;
- for (uint i = 0; i < _animated_tile_count; /* Nothing */) {
+ for (TileIndex *tile = _animated_tiles.Begin(); tile < _animated_tiles.End(); /* Nothing */) {
/* Remove if tile is not animated */
- bool remove = _tile_type_procs[GetTileType(_animated_tile_list[i])]->animate_tile_proc == NULL;
+ bool remove = _tile_type_procs[GetTileType(*tile)]->animate_tile_proc == NULL;
/* and remove if duplicate */
- for (uint j = 0; !remove && j < i; j++) {
- remove = _animated_tile_list[i] == _animated_tile_list[j];
+ for (TileIndex *j = _animated_tiles.Begin(); !remove && j < tile; j++) {
+ remove = *tile == *j;
}
if (remove) {
- DeleteAnimatedTile(_animated_tile_list[i]);
+ DeleteAnimatedTile(*tile);
} else {
- i++;
+ tile++;
}
}
}
diff --git a/src/saveload/animated_tile_sl.cpp b/src/saveload/animated_tile_sl.cpp
index 3fc5f6175..2152c42e3 100644
--- a/src/saveload/animated_tile_sl.cpp
+++ b/src/saveload/animated_tile_sl.cpp
@@ -12,22 +12,21 @@
#include "../stdafx.h"
#include "../tile_type.h"
#include "../core/alloc_func.hpp"
+#include "../core/smallvec_type.hpp"
#include "saveload.h"
#include "../safeguards.h"
-extern TileIndex *_animated_tile_list;
-extern uint _animated_tile_count;
-extern uint _animated_tile_allocated;
+extern SmallVector<TileIndex, 256> _animated_tiles;
/**
* 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);
+ SlSetLength(_animated_tiles.Length() * sizeof(*_animated_tiles.Begin()));
+ SlArray(_animated_tiles.Begin(), _animated_tiles.Length(), SLE_UINT32);
}
/**
@@ -38,22 +37,20 @@ static void Load_ANIT()
/* Before version 80 we did NOT have a variable length animated tile table */
if (IsSavegameVersionBefore(80)) {
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
- SlArray(_animated_tile_list, 256, IsSavegameVersionBefore(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
+ TileIndex anim_list[256];
+ SlArray(anim_list, 256, IsSavegameVersionBefore(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;
+ for (int i = 0; i < 256; i++) {
+ if (anim_list[i] == 0) break;
+ *_animated_tiles.Append() = anim_list[i];
}
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<TileIndex>(_animated_tile_list, _animated_tile_allocated);
- SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
+ uint count = (uint)SlGetFieldLength() / sizeof(*_animated_tiles.Begin());
+ _animated_tiles.Clear();
+ _animated_tiles.Append(count);
+ SlArray(_animated_tiles.Begin(), count, SLE_UINT32);
}
/**
diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp
index 0c5716681..61a5aa5c6 100644
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -28,6 +28,7 @@
#include "../engine_func.h"
#include "../company_base.h"
#include "../disaster_vehicle.h"
+#include "../core/smallvec_type.hpp"
#include "saveload_internal.h"
#include "oldloader.h"
@@ -490,8 +491,7 @@ static inline uint RemapOrderIndex(uint x)
return _savegame_type == SGT_TTO ? (x - 0x1AC4) / 2 : (x - 0x1C18) / 2;
}
-extern TileIndex *_animated_tile_list;
-extern uint _animated_tile_count;
+extern SmallVector<TileIndex, 256> _animated_tiles;
extern char *_old_name_array;
static uint32 _old_town_index;
@@ -640,22 +640,18 @@ static bool LoadOldOrder(LoadgameState *ls, int num)
static bool LoadOldAnimTileList(LoadgameState *ls, int num)
{
- /* This is slightly hackish - we must load a chunk into an array whose
- * address isn't static, but instead pointed to by _animated_tile_list.
- * To achieve that, create an OldChunks list on the stack on the fly.
- * The list cannot be static because the value of _animated_tile_list
- * can change between calls. */
-
+ TileIndex anim_list[256];
const OldChunks anim_chunk[] = {
- OCL_VAR ( OC_TILE, 256, _animated_tile_list ),
+ OCL_VAR ( OC_TILE, 256, anim_list ),
OCL_END ()
};
if (!LoadChunk(ls, NULL, anim_chunk)) return false;
- /* Update the animated tile counter by counting till the first zero in the array */
- for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
- if (_animated_tile_list[_animated_tile_count] == 0) break;
+ /* The first zero in the loaded array indicates the end of the list. */
+ for (int i = 0; i < 256; i++) {
+ if (anim_list[i] == 0) break;
+ *_animated_tiles.Append() = anim_list[i];
}
return true;