(svn r4483) - NewGRF: Dynamically allocate memory for 'real' spritegroups. This removes the limit of 16 loading/unloading states, although will result in less memory usage as most of the time the full fixed allocation wasn't used.

pull/155/head
peter1138 18 years ago
parent 09aef493a6
commit 3d137e9c0f

@ -1480,15 +1480,6 @@ static void NewSpriteGroup(byte *buf, int len)
if (_cur_grffile->first_spriteset == 0)
_cur_grffile->first_spriteset = _cur_grffile->spriteset_start;
if (numloaded > 16) {
grfmsg(GMS_WARN, "NewSpriteGroup: More than 16 sprites in group %x, skipping the rest.", setid);
numloaded = 16;
}
if (numloading > 16) {
grfmsg(GMS_WARN, "NewSpriteGroup: More than 16 sprites in group %x, skipping the rest.", setid);
numloading = 16;
}
group = calloc(1, sizeof(*group));
group->type = SGT_REAL;
rg = &group->g.real;
@ -1497,6 +1488,9 @@ static void NewSpriteGroup(byte *buf, int len)
rg->loaded_count = numloaded;
rg->loading_count = numloading;
rg->loaded = calloc(rg->loaded_count, sizeof(*rg->loaded));
rg->loading = calloc(rg->loading_count, sizeof(*rg->loading));
DEBUG(grf, 6) ("NewSpriteGroup: New SpriteGroup 0x%02hhx, %u views, %u loaded, %u loading, sprites %u - %u",
setid, rg->sprites_per_set, rg->loaded_count, rg->loading_count,
_cur_grffile->spriteset_start - _cur_grffile->sprite_offset,

@ -132,6 +132,8 @@ void UnloadSpriteGroup(SpriteGroup **group_ptr)
for (i = 0; i < rsg->loaded_count; i++) {
if (rsg->loaded[i] != NULL) UnloadSpriteGroup(&rsg->loaded[i]);
}
free(group->g.real.loaded);
free(group->g.real.loading);
free(group);
return;
}

@ -32,8 +32,6 @@ typedef struct DrawTileSprites {
typedef struct SpriteGroup SpriteGroup;
typedef struct RealSpriteGroup {
// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
// use even less, now we take whole 8kb for custom sprites table, oh my!
byte sprites_per_set; // means number of directions - 4 or 8
// Loaded = in motion, loading = not moving
@ -43,10 +41,10 @@ typedef struct RealSpriteGroup {
// with small amount of cargo whilst loading is for stations with a lot
// of da stuff.
byte loaded_count;
SpriteGroup *loaded[16]; // sprite ids
byte loading_count;
SpriteGroup *loading[16]; // sprite ids
byte loaded_count; ///< Number of loaded groups
SpriteGroup **loaded; ///< List of loaded groups (can be SpriteIDs or Callback results)
byte loading_count; ///< Number of loading groups
SpriteGroup **loading; ///< List of loading groups (can be SpriteIDs or Callback results)
} RealSpriteGroup;
/* Shared by deterministic and random groups. */

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