File diff r10570:e200b86ce378 → r10571:99cb9a95b4cf
src/animated_tile.cpp
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@@ -4,7 +4,6 @@
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "saveload.h"
 
#include "landscape.h"
 
#include "core/alloc_func.hpp"
 
#include "functions.h"
 
@@ -14,7 +13,7 @@ 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;
 
uint _animated_tile_allocated = 0;
 

	
 
/**
 
 * Removes the given tile from the animated tile table.
 
@@ -90,46 +89,3 @@ void InitializeAnimatedTiles()
 
	_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 = (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},
 
};