Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/spriteloader/spriteloader.hpp

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * 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 spriteloader.hpp Base for loading sprites. */

#ifndef SPRITELOADER_HPP
#define SPRITELOADER_HPP

#include "../core/alloc_type.hpp"
#include "../gfx_type.h"

/** Interface for the loader of our sprites. */
class SpriteLoader {
public:
	/** Definition of a common pixel in OpenTTD's realm. */
	struct CommonPixel {
		uint8 r;  ///< Red-channel
		uint8 g;  ///< Green-channel
		uint8 b;  ///< Blue-channel
		uint8 a;  ///< Alpha-channel
		uint8 m;  ///< Remap-channel
	};

	/**
	 * Structure for passing information from the sprite loader to the blitter.
	 * You can only use this struct once at a time when using AllocateData to
	 * allocate the memory as that will always return the same memory address.
	 * This to prevent thousands of malloc + frees just to load a sprite.
	 */
	struct Sprite {
		uint16 height;                   ///< Height of the sprite
		uint16 width;                    ///< Width of the sprite
		int16 x_offs;                    ///< The x-offset of where the sprite will be drawn
		int16 y_offs;                    ///< The y-offset of where the sprite will be drawn
		SpriteType type;                 ///< The sprite type
		SpriteLoader::CommonPixel *data; ///< The sprite itself

		/**
		 * Allocate the sprite data of this sprite.
		 * @param zoom Zoom level to allocate the data for.
		 * @param size the minimum size of the data field.
		 */
		void AllocateData(ZoomLevel zoom, size_t size) { this->data = Sprite::buffer[zoom].ZeroAllocate(size); }
	private:
		/** Allocated memory to pass sprite data around */
		static ReusableBuffer<SpriteLoader::CommonPixel> buffer[ZOOM_LVL_COUNT];
	};

	/**
	 * Load a sprite from the disk and return a sprite struct which is the same for all loaders.
	 * @param[out] sprite The sprites to fill with data.
	 * @param file_slot   The file "descriptor" of the file we read from.
	 * @param file_pos    The position within the file the image begins.
	 * @param sprite_type The type of sprite we're trying to load.
	 * @param load_32bpp  True if 32bpp sprites should be loaded, false for a 8bpp sprite.
	 * @return Bit mask of the zoom levels successfully loaded or 0 if no sprite could be loaded.
	 */
	virtual uint8 LoadSprite(SpriteLoader::Sprite *sprite, uint8 file_slot, size_t file_pos, SpriteType sprite_type, bool load_32bpp) = 0;

	virtual ~SpriteLoader() { }
};

#endif /* SPRITELOADER_HPP */