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-rw-r--r--src/texteff.cpp127
1 files changed, 0 insertions, 127 deletions
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},
-};