/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>. */ /** @file animated_tile_sl.cpp Code handling saving and loading of animated tiles */ #include "../stdafx.h" #include "../tile_type.h" #include "../core/alloc_func.hpp" #include "saveload.h" extern TileIndex *_animated_tile_list; extern uint _animated_tile_count; extern uint _animated_tile_allocated; /** * 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, NULL, CH_RIFF | CH_LAST}, };