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#include "stdafx.h"
#include "ttd.h"
#include "gfx.h"
#include "fileio.h"
#include <ctype.h>
#define SPRITECACHE_ID 0xF00F0006
#define SPRITE_CACHE_SIZE 1024*1024
//#define WANT_SPRITESIZES
#define WANT_NEW_LRU
//#define WANT_LOCKED
int _skip_sprites = 0;
static const char *_cur_grffile;
static int _skip_specials;
static SpriteHdr _cur_sprite;
static byte *_sprite_ptr[NUM_SPRITES];
static uint16 _sprite_size[NUM_SPRITES];
static uint32 _sprite_file_pos[NUM_SPRITES];
// This one is probably not needed.
#if defined(WANT_LOCKED)
static bool _sprite_locked[NUM_SPRITES];
#endif
#if defined(WANT_NEW_LRU)
static int16 _sprite_lru_new[NUM_SPRITES];
#else
static uint16 _sprite_lru[NUM_SPRITES];
static uint16 _sprite_lru_cur[NUM_SPRITES];
#endif
#ifdef WANT_SPRITESIZES
static int8 _sprite_xoffs[NUM_SPRITES];
static int8 _sprite_yoffs[NUM_SPRITES];
static uint16 _sprite_xsize[NUM_SPRITES];
static uint8 _sprite_ysize[NUM_SPRITES];
#endif
static uint _sprite_lru_counter;
static byte *_spritecache_ptr;
static uint32 _spritecache_size;
static int _compact_cache_counter;
static const char * const _filename_list[] = {
"TRG1R.GRF",
"TRGIR.GRF",
"signalsw.grf", //0x1320 - 0x1405 inclusive
// "openttd.grf", //0x1406 -
NULL
};
static const char * const _landscape_filenames[] = {
"TRGCR.GRF",
"TRGHR.GRF",
"TRGTR.GRF"
};
#include "table/landscape_sprite.h"
static const uint16 * const _landscape_spriteindexes[] = {
_landscape_spriteindexes_1,
_landscape_spriteindexes_2,
_landscape_spriteindexes_3,
};
static const uint16 * const _slopes_spriteindexes[] = {
_slopes_spriteindexes_0,
_slopes_spriteindexes_1,
_slopes_spriteindexes_2,
_slopes_spriteindexes_3,
};
static void CompactSpriteCache();
void DecodeSpecialSprite(const char *filename, int num, int load_index);
static void ReadSpriteHeaderSkipData(int num, int load_index)
{
byte type;
int8 i;
int deaf = 0;
if (_skip_sprites) {
if (_skip_sprites > 0)
_skip_sprites--;
deaf = 1;
}
type = FioReadByte();
if (type == 0xFF) {
/* We need to really skip only special sprites in the deaf
* mode. It won't hurt to proceed regular sprites as usual
* because if no special sprite referencing to them is
* processed, they themselves are never referenced and loaded
* on their own. */
if (_skip_specials || deaf) {
FioSkipBytes(num);
} else {
DecodeSpecialSprite(_cur_grffile, num, load_index);
}
return;
}
_cur_sprite.info = type;
#ifdef WANT_SPRITESIZES
_cur_sprite.height = FioReadByte();
_cur_sprite.width = FioReadWord();
_cur_sprite.x_offs = FioReadWord();
_cur_sprite.y_offs = FioReadWord();
#else
FioSkipBytes(7);
#endif
num -= 8;
if (num == 0)
return;
if (type & 2) {
FioSkipBytes(num);
return;
}
while (num) {
i = FioReadByte();
if (i>=0) {
num -= i;
FioSkipBytes(i);
} else {
i = -(i >> 3);
num -= i;
FioReadByte();
}
}
}
static void ReadSprite(int num, byte *dest)
{
byte type;
byte *rel;
int8 i;
int j, dist;
type = FioReadByte();
/* We've decoded special sprites when reading headers. */
if (type != 0xFF) {
/* read sprite hdr */
*dest++ = type;
for(j=0; j!=7; j++)
*dest++ = FioReadByte();
num -= 8;
}
if (type & 2) {
while (num--)
*dest++ = FioReadByte();
return;
}
while (num) {
i = FioReadByte();
if (i>=0) {
num -= i;
while (i--)
*dest++ = FioReadByte();
} else {
dist = -(((i&7)<<8)|FioReadByte());
i = -(i >> 3);
num -= i;
rel = &dest[dist];
while (i--)
*dest++ = *rel++;
}
}
}
static bool LoadNextSprite(int load_index, byte file_index)
{
uint16 size;
if ( (size = FioReadWord()) == 0)
return false;
_sprite_size[load_index] = size;
_sprite_file_pos[load_index] = FioGetPos() | (file_index << 24);
ReadSpriteHeaderSkipData(size, load_index);
#ifdef WANT_SPRITESIZES
_sprite_xsize[load_index] = _cur_sprite.width;
_sprite_ysize[load_index] = _cur_sprite.height;
_sprite_xoffs[load_index] = _cur_sprite.x_offs;
_sprite_yoffs[load_index] = _cur_sprite.y_offs;
#endif
_sprite_ptr[load_index] = NULL;
#if defined(WANT_LOCKED)
_sprite_locked[load_index] = false;
#endif
#if defined(WANT_NEW_LRU)
_sprite_lru_new[load_index] = 0;
#else
_sprite_lru[load_index] = 0xFFFF;
_sprite_lru_cur[load_index] = 0;
#endif
return true;
}
static void SkipSprites(int count)
{
while(count>0)
{
uint16 size;
if ( (size = FioReadWord()) == 0)
return;
ReadSpriteHeaderSkipData(size, NUM_SPRITES-1);
count--;
}
}
// Checks, if trg1r.grf is the Windows version
static bool CheckGrfFile()
{
byte check;
FioSeekToFile(38); // Byte 38 has the value 0x21 in Windows version, 0x07 in DOS
check = FioReadWord();
FioSeekToFile(0);
return (check==0x21);
}
static int LoadGrfFile(const char *filename, int load_index, int file_index)
{
int load_index_org = load_index;
FioOpenFile(file_index, filename);
_cur_grffile = filename;
_skip_specials = !strncmp(filename, "TRG", 3);
if(file_index==0 && !_ignore_wrong_grf)
if(!CheckGrfFile())
error("Wrong version of grf files!\nThe Windows 95 edition of Transport Tycoon Deluxe is required to play OTTD!\n(you can disable this message by starting with the \"-i\" switch.");
while (LoadNextSprite(load_index, file_index)) {
load_index++;
if (load_index >= NUM_SPRITES) {
error("Too many sprites. Recompile with higher NUM_SPRITES value or remove some custom GRF files.");
}
}
_skip_sprites = 0; // clean up
return load_index - load_index_org;
}
static void LoadGrfIndexed(const char *filename, const uint16 *index_tbl, int file_index)
{
int start;
FioOpenFile(file_index, filename);
_cur_grffile = filename;
for(;(start=*index_tbl++) != 0xffff;) {
int end = *index_tbl++;
if(start==0xfffe) { // skip sprites (amount in second var)
SkipSprites(end);
} else { // load sprites and use indexes from start to end
do {
bool b = LoadNextSprite(start, file_index);
assert(b);
} while (++start <= end);
}
}
}
typedef size_t CDECL fread_t(void*,size_t,size_t,FILE*);
static bool HandleCachedSpriteHeaders(const char *filename, bool read)
{
FILE *f;
fread_t *proc;
uint32 hdr;
if (!_cache_sprites)
return false;
if (read) {
f = fopen(filename, "rb");
proc = fread;
if (f == NULL)
return false;
proc(&hdr, sizeof(hdr), 1, f);
if (hdr != SPRITECACHE_ID) {
fclose(f);
return false;
}
} else {
f = fopen(filename, "wb");
proc = (fread_t*) fwrite;
if (f == NULL)
return false;
hdr = SPRITECACHE_ID;
proc(&hdr, sizeof(hdr), 1, f);
}
proc(_sprite_size, 1, sizeof(_sprite_size), f);
proc(_sprite_file_pos, 1, sizeof(_sprite_file_pos), f);
#if 0
proc(_sprite_xsize, 1, sizeof(_sprite_xsize), f);
proc(_sprite_ysize, 1, sizeof(_sprite_ysize), f);
proc(_sprite_xoffs, 1, sizeof(_sprite_xoffs), f);
proc(_sprite_yoffs, 1, sizeof(_sprite_yoffs), f);
#endif
#if !defined(WANT_NEW_LRU)
if (read)
memset(_sprite_lru, 0xFF, sizeof(_sprite_lru));
#endif
fclose(f);
return true;
}
#define S_DATA(x) (*(uint32*)(x))
#define S_FREE_MASK 1
#define S_HDRSIZE sizeof(uint32)
static uint32 GetSpriteCacheUsage()
{
byte *s = _spritecache_ptr;
size_t cur_size, tot_size = 0;
for(; (cur_size=S_DATA(s)) != 0; s+=cur_size) {
if ( cur_size & S_FREE_MASK ) {
cur_size--;
} else {
tot_size += cur_size;
}
}
return tot_size;
}
void IncreaseSpriteLRU()
{
int i;
// Increase all LRU values
#if defined(WANT_NEW_LRU)
if (_sprite_lru_counter > 16384) {
DEBUG(spritecache, 2) ("fixing lru %d, inuse=%d", _sprite_lru_counter, GetSpriteCacheUsage());
for(i=0; i!=NUM_SPRITES; i++)
if (_sprite_ptr[i] != NULL) {
if (_sprite_lru_new[i] >= 0) {
_sprite_lru_new[i] = -1;
} else if (_sprite_lru_new[i] != -32768) {
_sprite_lru_new[i]--;
}
}
_sprite_lru_counter = 0;
}
#else
for(i=0; i!=NUM_SPRITES; i++)
if (_sprite_ptr[i] != NULL && _sprite_lru[i] != 65535)
_sprite_lru[i]++;
// Reset the lru counter.
_sprite_lru_counter = 0;
#endif
// Compact sprite cache every now and then.
if (++_compact_cache_counter >= 740) {
CompactSpriteCache();
_compact_cache_counter = 0;
}
}
// Called when holes in the sprite cache should be removed.
// That is accomplished by moving the cached data.
static void CompactSpriteCache()
{
byte *s, *t;
size_t size, sizeb, cur_size;
int i;
DEBUG(spritecache, 2) ("compacting sprite cache, inuse=%d", GetSpriteCacheUsage());
s = _spritecache_ptr;
while (true) {
size = S_DATA(s);
// Only look for free blocks.
if (size & S_FREE_MASK) {
size -= S_FREE_MASK;
// Since free blocks are automatically coalesced, this should hold true.
assert(!(S_DATA(s+size) & S_FREE_MASK));
// If the next block is the sentinel block, we can safely return
if ( (sizeb=S_DATA(s + size)) == 0)
break;
// Locate the sprite number belonging to the next pointer.
for(i=0,t=s+size+S_HDRSIZE; _sprite_ptr[i] != t; i++) {assert(i < NUM_SPRITES);}
// If it's locked, we must not move it.
#if defined(WANT_LOCKED)
if (!_sprite_locked[i]) {
#endif
// Offset the sprite pointer by the size of the free block
_sprite_ptr[i] -= size;
// Move the memory
memcpy_overlapping(s+S_HDRSIZE, s+S_HDRSIZE+size, sizeb - S_HDRSIZE );
// What we just did had the effect of swapping the allocated block with the free block, so we need to update
// the block pointers. First update the allocated one. It is in use.
S_DATA(s) = sizeb;
// Then coalesce the free ones that follow.
s += sizeb;
while ((cur_size = S_DATA(s+size)) & S_FREE_MASK)
size += cur_size - S_FREE_MASK;
S_DATA(s) = size + S_FREE_MASK;
continue;
#if defined(WANT_LOCKED)
}
#endif
}
// Continue with next block until the sentinel is reached.
s += size;
if (size == 0)
break;
}
}
static void DeleteEntryFromSpriteCache()
{
int i;
int best = -1;
byte *s;
size_t cur_size, cur;
int cur_lru;
DEBUG(spritecache, 2) ("DeleteEntryFromSpriteCache, inuse=%d", GetSpriteCacheUsage());
#if defined(WANT_NEW_LRU)
cur_lru = 0xffff;
for(i=0; i!=NUM_SPRITES; i++) {
if (_sprite_ptr[i] != 0 &&
_sprite_lru_new[i] < cur_lru
#if defined(WANT_LOCKED)
&& !_sprite_locked[i]) {
#else
) {
#endif
cur_lru = _sprite_lru_new[i];
best = i;
}
}
#else
{
uint16 cur_lru = 0, cur_lru_cur = 0xffff;
for(i=0; i!=NUM_SPRITES; i++) {
if (_sprite_ptr[i] == 0 ||
#if defined(WANT_LOCKED)
_sprite_locked[i] ||
#endif
_sprite_lru[i] < cur_lru)
continue;
// Found a sprite with a higher LRU value, then remember it.
if (_sprite_lru[i] != cur_lru) {
cur_lru = _sprite_lru[i];
best = i;
// Else if both sprites were very recently referenced, compare by the cur value instead.
} else if (cur_lru == 0 && _sprite_lru_cur[i] <= cur_lru_cur) {
cur_lru_cur = _sprite_lru_cur[i];
cur_lru = _sprite_lru[i];
best = i;
}
}
}
#endif
// Display an error message and die, in case we found no sprite at all.
// This shouldn't really happen, unless all sprites are locked.
if (best == -1)
error("Out of sprite memory");
// Mark the block as free (the block must be in use)
s = _sprite_ptr[best];
assert(!(S_DATA(s - S_HDRSIZE) & S_FREE_MASK));
S_DATA(s - S_HDRSIZE) += S_FREE_MASK;
_sprite_ptr[best] = NULL;
// And coalesce adjacent free blocks
s = _spritecache_ptr;
for(; (cur_size=S_DATA(s)) != 0; s+=cur_size) {
if ( cur_size & S_FREE_MASK ) {
while ((cur=S_DATA(s+cur_size-S_FREE_MASK)) & S_FREE_MASK) {
cur_size += cur - S_FREE_MASK;
S_DATA(s) = cur_size;
}
cur_size--;
}
}
}
static byte *LoadSpriteToMem(int sprite)
{
byte *s;
size_t mem_req, cur_size;
DEBUG(spritecache, 9) ("load sprite %d", sprite);
restart:
// Number of needed bytes
mem_req = _sprite_size[sprite] + S_HDRSIZE;
// Align this to an uint32 boundary. This also makes sure that the 2 least bit are not used,
// so we could use those for other things.
mem_req = (mem_req + sizeof(uint32) - 1) & ~(sizeof(uint32) - 1);
s = _spritecache_ptr;
for(;;) {
for(;;) {
cur_size = S_DATA(s);
if (! (cur_size & S_FREE_MASK) ) break;
cur_size -= S_FREE_MASK;
// Now s points at a free block.
// The block is exactly the size we need?
if (cur_size != mem_req) {
// No.. is it too small?
if (cur_size < mem_req + S_HDRSIZE)
break;
// Block was big enough, and we need to inject a free block too.
S_DATA(s + mem_req) = cur_size - mem_req + S_FREE_MASK;
}
// Set size and in use
S_DATA(s) = mem_req;
_sprite_ptr[sprite] = (s += S_HDRSIZE);
FioSeekToFile(_sprite_file_pos[sprite]);
ReadSprite(_sprite_size[sprite], s);
// Patch the height to compensate for a TTD bug?
if (sprite == 142) { s[1] = 10; }
// Return sprite ptr
return s;
}
// Reached sentinel, but no block found yet. Need to delete some old entries.
if (cur_size == 0) {
DeleteEntryFromSpriteCache();
goto restart;
}
s += cur_size;
}
}
#if defined(NEW_ROTATION)
#define X15(x) else if (s >= x && s < (x+15)) { s = _rotate_tile_sprite[s - x] + x; }
#define X19(x) else if (s >= x && s < (x+19)) { s = _rotate_tile_sprite[s - x] + x; }
#define MAP(from,to,map) else if (s >= from && s <= to) { s = map[s - from] + from; }
uint RotateSprite(uint s)
{
static const byte _rotate_tile_sprite[19] = { 0,2,4,6,8,10,12,14,1,3,5,7,9,11,13,17,18,16,15 };
static const byte _coast_map[9] = {0, 4, 3, 1, 2, 6, 8, 5, 7};
static const byte _fence_map[6] = {1, 0, 5, 4, 3, 2};
if (0);
X19(752)
X15(990-1)
X19(3924)
X19(3943)
X19(3962)
X19(3981)
X19(4000)
X19(4023)
X19(4042)
MAP(4061,4069,_coast_map)
X19(4126)
X19(4145)
X19(4164)
X19(4183)
X19(4202)
X19(4221)
X19(4240)
X19(4259)
X19(4259)
X19(4278)
MAP(4090, 4095, _fence_map)
MAP(4096, 4101, _fence_map)
MAP(4102, 4107, _fence_map)
MAP(4108, 4113, _fence_map)
MAP(4114, 4119, _fence_map)
MAP(4120, 4125, _fence_map)
return s;
}
#endif
byte *GetSpritePtr(uint sprite)
{
byte *p;
assert(sprite < NUM_SPRITES);
#if defined(NEW_ROTATION)
sprite = RotateSprite(sprite);
#endif
// Update LRU
#if defined(WANT_NEW_LRU)
_sprite_lru_new[sprite] = ++_sprite_lru_counter;
#else
_sprite_lru_cur[sprite] = ++_sprite_lru_counter;
_sprite_lru[sprite] = 0;
#endif
// Check if the sprite is loaded already?
p = _sprite_ptr[sprite];
if (p == NULL)
p = LoadSpriteToMem(sprite); // No, need to load it.
return p;
}
byte _sprite_page_to_load = 0xFF;
static const char * const _cached_filenames[4] = {
"cached_sprites.xxx",
"cached_sprites.xx1",
"cached_sprites.xx2",
"cached_sprites.xx3",
};
#define OPENTTD_SPRITES_COUNT 70
static const uint16 _openttd_grf_indexes[] = {
SPR_OPENTTD_BASE+0, SPR_OPENTTD_BASE+7, // icons etc
98,98, // euro symbol medium size
546,546, // euro symbol large size
SPR_OPENTTD_BASE+10, SPR_OPENTTD_BASE+57, // more icons
648, 648, // nordic char: æ
616, 616, // nordic char: Æ
666, 666, // nordic char: Ø
634, 634, // nordic char: Ø
SPR_OPENTTD_BASE+62, SPR_OPENTTD_BASE + OPENTTD_SPRITES_COUNT, // more icons
0xffff,
};
static void LoadSpriteTables()
{
int i,j;
/*
* Note for developers:
* Keep in mind that when you add a LoadGrfIndexed in the 'if'-section below
* that you should also add the corresponding FioOpenFile to the 'else'-section
* below.
*/
// Try to load the sprites from cache
if (!HandleCachedSpriteHeaders(_cached_filenames[_opt.landscape], true)) {
// We do not have the sprites in cache yet, or cache is disabled
// So just load all files from disk..
int load_index = 0;
for(i=0; _filename_list[i] != NULL; i++) {
load_index += LoadGrfFile(_filename_list[i], load_index, (byte)i);
}
LoadGrfIndexed("openttd.grf", _openttd_grf_indexes, i++);
if (_sprite_page_to_load != 0)
LoadGrfIndexed(_landscape_filenames[_sprite_page_to_load-1], _landscape_spriteindexes[_sprite_page_to_load-1], i++);
LoadGrfIndexed("trkfoundw.grf", _slopes_spriteindexes[_opt.landscape], i++);
load_index = SPR_CANALS_BASE;
load_index += LoadGrfFile("canalsw.grf", load_index, i++);
load_index = SPR_OPENTTD_BASE + OPENTTD_SPRITES_COUNT + 1;
for(j=0; j!=lengthof(_newgrf_files) && _newgrf_files[j]; j++)
load_index += LoadGrfFile(_newgrf_files[j], load_index, i++);
// If needed, save the cache to file
HandleCachedSpriteHeaders(_cached_filenames[_opt.landscape], false);
} else {
// We have sprites cached. We just loaded the cached files
// now we only have to open a file-pointer to all the original grf-files
// This is very important. Not all sprites are in the cache. So sometimes
// the game needs to load the sprite from disk. When the file is not
// open it can not read. So all files that are in the 'if'-section
// above should also be in this 'else'-section.
//
// NOTE: the order of the files must be identical as in the section above!!
for(i=0; _filename_list[i] != NULL; i++)
FioOpenFile(i,_filename_list[i]);
FioOpenFile(i++, "openttd.grf");
if (_sprite_page_to_load != 0)
FioOpenFile(i++, _landscape_filenames[_sprite_page_to_load-1]);
FioOpenFile(i++, "trkfoundw.grf");
FioOpenFile(i++, "canalsw.grf");
// FIXME: if a user changes his newgrf's, the cached-sprites gets
// invalid. We should have some kind of check for this.
// The best solution for this is to delete the cached-sprites.. but how
// do we detect it?
for(j=0; j!=lengthof(_newgrf_files) && _newgrf_files[j]; j++)
FioOpenFile(i++, _newgrf_files[j]);
}
_compact_cache_counter = 0;
}
void GfxInitSpriteMem(byte *ptr, uint32 size)
{
// initialize sprite cache heap
_spritecache_ptr = ptr;
_spritecache_size = size;
// Sentinel block (identified by size=0)
S_DATA(ptr + size - S_HDRSIZE) = 0;
// A big free block
S_DATA(ptr) = size - S_HDRSIZE + S_FREE_MASK;
memset(_sprite_ptr, 0, sizeof(_sprite_ptr));
}
void GfxLoadSprites() {
static byte *_sprite_mem;
// Need to reload the sprites only if the landscape changed
if (_sprite_page_to_load != _opt.landscape) {
_sprite_page_to_load = _opt.landscape;
// Sprite cache
DEBUG(spritecache, 1) ("Loading sprite set %d.", _sprite_page_to_load);
// Reuse existing memory?
if (_sprite_mem == NULL) _sprite_mem = malloc(SPRITE_CACHE_SIZE);
GfxInitSpriteMem(_sprite_mem, SPRITE_CACHE_SIZE);
LoadSpriteTables();
GfxInitPalettes();
}
}
const SpriteDimension *GetSpriteDimension(uint sprite)
{
static SpriteDimension sd_static;
SpriteDimension *sd;
#ifndef WANT_SPRITESIZES
byte *p;
p = _sprite_ptr[sprite];
if (p == NULL)
p = GetSpritePtr(sprite);
/* decode sprite header */
sd = &sd_static;
sd->xoffs = (int16)READ_LE_UINT16(&((SpriteHdr*)p)->x_offs);
sd->yoffs = (int16)READ_LE_UINT16(&((SpriteHdr*)p)->y_offs);
sd->xsize = READ_LE_UINT16(&((SpriteHdr*)p)->width);
sd->ysize = ((SpriteHdr*)p)->height;
#else
sd = &sd_static;
sd->xoffs = _sprite_xoffs[sprite];
sd->yoffs = _sprite_yoffs[sprite];
sd->xsize = _sprite_xsize[sprite];
sd->ysize = _sprite_ysize[sprite];
#endif
/* sd->xoffs = _sprite_xoffs[sprite];
sd->yoffs = _sprite_yoffs[sprite];
sd->xsize = _sprite_xsize[sprite];
sd->ysize = _sprite_ysize[sprite];
*/
return sd;
}
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