diff --git a/src/saveload/animated_tile_sl.cpp b/src/saveload/animated_tile_sl.cpp new file mode 100644 --- /dev/null +++ b/src/saveload/animated_tile_sl.cpp @@ -0,0 +1,56 @@ +/* $Id$ */ + +/** @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(_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}, +};