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/*
* 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 "../core/smallvec_type.hpp"
#include "saveload.h"
#include "../safeguards.h"
extern std::vector<TileIndex> _animated_tiles;
static const SaveLoad _animated_tile_desc[] = {
SLEG_VECTOR(_animated_tiles, SLE_UINT32),
};
/**
* Save the ANIT chunk.
*/
static void Save_ANIT()
{
SlSetArrayIndex(0);
SlGlobList(_animated_tile_desc);
}
/**
* 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 (IsSavegameVersionBefore(SLV_80)) {
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
TileIndex anim_list[256];
SlCopy(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
for (int i = 0; i < 256; i++) {
if (anim_list[i] == 0) break;
_animated_tiles.push_back(anim_list[i]);
}
return;
}
if (IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY)) {
size_t count = SlGetFieldLength() / sizeof(_animated_tiles.front());
_animated_tiles.clear();
_animated_tiles.resize(_animated_tiles.size() + count);
SlCopy(_animated_tiles.data(), count, SLE_UINT32);
return;
}
if (SlIterateArray() == -1) return;
SlGlobList(_animated_tile_desc);
if (SlIterateArray() != -1) SlErrorCorrupt("Too many ANIT entries");
}
/**
* "Definition" imported by the saveload code to be able to load and save
* the animated tile table.
*/
static const ChunkHandler animated_tile_chunk_handlers[] = {
{ 'ANIT', Save_ANIT, Load_ANIT, nullptr, nullptr, CH_ARRAY },
};
extern const ChunkHandlerTable _animated_tile_chunk_handlers(animated_tile_chunk_handlers);
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