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-rw-r--r--src/animated_tile.cpp135
-rw-r--r--src/animated_tile_func.h15
-rw-r--r--src/functions.h6
-rw-r--r--src/industry_cmd.cpp1
-rw-r--r--src/misc.cpp1
-rw-r--r--src/newgrf_house.cpp1
-rw-r--r--src/newgrf_industrytiles.cpp1
-rw-r--r--src/newgrf_station.cpp1
-rw-r--r--src/openttd.cpp1
-rw-r--r--src/station_cmd.cpp1
-rw-r--r--src/texteff.cpp127
-rw-r--r--src/town_map.h1
-rw-r--r--src/vehicle.cpp1
13 files changed, 159 insertions, 133 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},
+};
diff --git a/src/animated_tile_func.h b/src/animated_tile_func.h
new file mode 100644
index 000000000..1128101d0
--- /dev/null
+++ b/src/animated_tile_func.h
@@ -0,0 +1,15 @@
+/* $Id$ */
+
+/** @file animated_tile.h Tile animation! */
+
+#ifndef ANIMATED_TILE_H
+#define ANIMATED_TILE_H
+
+#include "tile_type.h"
+
+void AddAnimatedTile(TileIndex tile);
+void DeleteAnimatedTile(TileIndex tile);
+void AnimateAnimatedTiles();
+void InitializeAnimatedTiles();
+
+#endif /* ANIMATED_TILE_H */
diff --git a/src/functions.h b/src/functions.h
index 6ef25ed48..bdbdc072d 100644
--- a/src/functions.h
+++ b/src/functions.h
@@ -22,12 +22,6 @@ void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cost);
bool CheckOwnership(Owner owner);
bool CheckTileOwnership(TileIndex tile);
-/* texteff.cpp */
-void AddAnimatedTile(TileIndex tile);
-void DeleteAnimatedTile(TileIndex tile);
-void AnimateAnimatedTiles();
-void InitializeAnimatedTiles();
-
/* misc_cmd.cpp */
void PlaceTreesRandomly();
diff --git a/src/industry_cmd.cpp b/src/industry_cmd.cpp
index 32eb3c052..7fbcaf551 100644
--- a/src/industry_cmd.cpp
+++ b/src/industry_cmd.cpp
@@ -39,6 +39,7 @@
#include "sound_func.h"
#include "station_base.h"
#include "oldpool_func.h"
+#include "animated_tile_func.h"
#include "table/strings.h"
#include "table/sprites.h"
diff --git a/src/misc.cpp b/src/misc.cpp
index c674e4129..796f937fa 100644
--- a/src/misc.cpp
+++ b/src/misc.cpp
@@ -25,6 +25,7 @@
#include "texteff.hpp"
#include "gfx_func.h"
#include "core/alloc_type.hpp"
+#include "animated_tile_func.h"
#include "table/strings.h"
#include "table/sprites.h"
diff --git a/src/newgrf_house.cpp b/src/newgrf_house.cpp
index 4c8fae368..42d9be698 100644
--- a/src/newgrf_house.cpp
+++ b/src/newgrf_house.cpp
@@ -21,6 +21,7 @@
#include "transparency.h"
#include "functions.h"
#include "player_func.h"
+#include "animated_tile_func.h"
#include "table/strings.h"
#include "table/sprites.h"
diff --git a/src/newgrf_industrytiles.cpp b/src/newgrf_industrytiles.cpp
index 8ee95cfc9..418539e8f 100644
--- a/src/newgrf_industrytiles.cpp
+++ b/src/newgrf_industrytiles.cpp
@@ -23,6 +23,7 @@
#include "functions.h"
#include "town.h"
#include "command_func.h"
+#include "animated_tile_func.h"
#include "table/sprites.h"
#include "table/strings.h"
diff --git a/src/newgrf_station.cpp b/src/newgrf_station.cpp
index 220da1e42..f926aa5a8 100644
--- a/src/newgrf_station.cpp
+++ b/src/newgrf_station.cpp
@@ -22,6 +22,7 @@
#include "gfx_func.h"
#include "date_func.h"
#include "player_func.h"
+#include "animated_tile_func.h"
#include "table/sprites.h"
#include "table/strings.h"
diff --git a/src/openttd.cpp b/src/openttd.cpp
index bc12123df..1a46826a5 100644
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -58,6 +58,7 @@
#include "date_func.h"
#include "vehicle_func.h"
#include "cheat_func.h"
+#include "animated_tile_func.h"
#include "newgrf.h"
#include "newgrf_config.h"
diff --git a/src/station_cmd.cpp b/src/station_cmd.cpp
index d99a5fc3f..efc508626 100644
--- a/src/station_cmd.cpp
+++ b/src/station_cmd.cpp
@@ -42,6 +42,7 @@
#include "string_func.h"
#include "signal_func.h"
#include "oldpool_func.h"
+#include "animated_tile_func.h"
#include "table/sprites.h"
#include "table/strings.h"
diff --git a/src/texteff.cpp b/src/texteff.cpp
index c9486d3bc..d93f4a6cc 100644
--- a/src/texteff.cpp
+++ b/src/texteff.cpp
@@ -4,10 +4,8 @@
#include "stdafx.h"
#include "openttd.h"
-#include "tile_cmd.h"
#include "landscape.h"
#include "gfx_func.h"
-#include "saveload.h"
#include "console.h"
#include "variables.h"
#include "blitter/factory.hpp"
@@ -423,128 +421,3 @@ void DrawTextEffects(DrawPixelInfo *dpi)
default: NOT_REACHED();
}
}
-
-/** 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},
-};
diff --git a/src/town_map.h b/src/town_map.h
index 11fbb1318..e48e826f5 100644
--- a/src/town_map.h
+++ b/src/town_map.h
@@ -9,6 +9,7 @@
#include "date_func.h"
#include "tile_map.h"
#include "functions.h"
+#include "animated_tile_func.h"
/**
* Get the index of which town this house/street is attached to.
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index a4515f923..ff32c50a3 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -47,6 +47,7 @@
#include "settings_type.h"
#include "oldpool_func.h"
#include "depot_map.h"
+#include "animated_tile_func.h"
#include "table/sprites.h"
#include "table/strings.h"