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/* $Id$ */
/** @file animated_tile.cpp Everything related to animated tiles. */
#include "stdafx.h"
#include "openttd.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. */
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;
}
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