Changeset - r9005:e59c0b10c56a
[Not reviewed]
master
0 11 2
rubidium - 17 years ago 2008-04-20 08:22:59
rubidium@openttd.org
(svn r12800) -Codechange: move the animated tile related functions out of texteff.cpp (it isn't a text effect after all). Also remove a few more functions from functions.
13 files changed with 159 insertions and 133 deletions:
0 comments (0 inline, 0 general)
src/animated_tile.cpp
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/** @file animated_tile.cpp Everything related to animated tiles. */
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "saveload.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. */
 
static 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;
 
}
 

	
 
/**
 
 * 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 = 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},
 
};
src/animated_tile_func.h
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/** @file animated_tile.h Tile animation! */
 

	
 
#ifndef ANIMATED_TILE_H
 
#define ANIMATED_TILE_H
 

	
 
#include "tile_type.h"
 

	
 
void AddAnimatedTile(TileIndex tile);
 
void DeleteAnimatedTile(TileIndex tile);
 
void AnimateAnimatedTiles();
 
void InitializeAnimatedTiles();
 

	
 
#endif /* ANIMATED_TILE_H */
src/functions.h
Show inline comments
 
@@ -22,12 +22,6 @@ void SubtractMoneyFromPlayerFract(Player
 
bool CheckOwnership(Owner owner);
 
bool CheckTileOwnership(TileIndex tile);
 

	
 
/* texteff.cpp */
 
void AddAnimatedTile(TileIndex tile);
 
void DeleteAnimatedTile(TileIndex tile);
 
void AnimateAnimatedTiles();
 
void InitializeAnimatedTiles();
 

	
 
/* misc_cmd.cpp */
 
void PlaceTreesRandomly();
 

	
src/industry_cmd.cpp
Show inline comments
 
@@ -39,6 +39,7 @@
 
#include "sound_func.h"
 
#include "station_base.h"
 
#include "oldpool_func.h"
 
#include "animated_tile_func.h"
 

	
 
#include "table/strings.h"
 
#include "table/sprites.h"
src/misc.cpp
Show inline comments
 
@@ -25,6 +25,7 @@
 
#include "texteff.hpp"
 
#include "gfx_func.h"
 
#include "core/alloc_type.hpp"
 
#include "animated_tile_func.h"
 

	
 
#include "table/strings.h"
 
#include "table/sprites.h"
src/newgrf_house.cpp
Show inline comments
 
@@ -21,6 +21,7 @@
 
#include "transparency.h"
 
#include "functions.h"
 
#include "player_func.h"
 
#include "animated_tile_func.h"
 

	
 
#include "table/strings.h"
 
#include "table/sprites.h"
src/newgrf_industrytiles.cpp
Show inline comments
 
@@ -23,6 +23,7 @@
 
#include "functions.h"
 
#include "town.h"
 
#include "command_func.h"
 
#include "animated_tile_func.h"
 

	
 
#include "table/sprites.h"
 
#include "table/strings.h"
src/newgrf_station.cpp
Show inline comments
 
@@ -22,6 +22,7 @@
 
#include "gfx_func.h"
 
#include "date_func.h"
 
#include "player_func.h"
 
#include "animated_tile_func.h"
 

	
 
#include "table/sprites.h"
 
#include "table/strings.h"
src/openttd.cpp
Show inline comments
 
@@ -58,6 +58,7 @@
 
#include "date_func.h"
 
#include "vehicle_func.h"
 
#include "cheat_func.h"
 
#include "animated_tile_func.h"
 

	
 
#include "newgrf.h"
 
#include "newgrf_config.h"
src/station_cmd.cpp
Show inline comments
 
@@ -42,6 +42,7 @@
 
#include "string_func.h"
 
#include "signal_func.h"
 
#include "oldpool_func.h"
 
#include "animated_tile_func.h"
 

	
 
#include "table/sprites.h"
 
#include "table/strings.h"
src/texteff.cpp
Show inline comments
 
@@ -4,10 +4,8 @@
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "tile_cmd.h"
 
#include "landscape.h"
 
#include "gfx_func.h"
 
#include "saveload.h"
 
#include "console.h"
 
#include "variables.h"
 
#include "blitter/factory.hpp"
 
@@ -423,128 +421,3 @@ void DrawTextEffects(DrawPixelInfo *dpi)
 
		default: NOT_REACHED();
 
	}
 
}
 

	
 
/** 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. */
 
static 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;
 
}
 

	
 
/**
 
 * 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 = 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},
 
};
src/town_map.h
Show inline comments
 
@@ -9,6 +9,7 @@
 
#include "date_func.h"
 
#include "tile_map.h"
 
#include "functions.h"
 
#include "animated_tile_func.h"
 

	
 
/**
 
 * Get the index of which town this house/street is attached to.
src/vehicle.cpp
Show inline comments
 
@@ -47,6 +47,7 @@
 
#include "settings_type.h"
 
#include "oldpool_func.h"
 
#include "depot_map.h"
 
#include "animated_tile_func.h"
 

	
 
#include "table/sprites.h"
 
#include "table/strings.h"
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