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/* $Id$ */
/** @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, CH_RIFF | CH_LAST},
};
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