/* $Id$ */ /** @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 = (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); } /** * "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}, };