(svn r2833) Remove saving of sprite cache data:

the benefits are questionable, it's error prone, undocumented and hasn't been widely used for ages, if ever
This commit is contained in:
tron 2005-08-07 17:52:41 +00:00
parent b3ee1aad26
commit 689dc10b13
3 changed files with 31 additions and 129 deletions

View File

@ -7,7 +7,6 @@
#include "macros.h"
#include "screenshot.h"
#include "sound.h"
#include "spritecache.h"
#include "string.h"
#include "variables.h"
#include "network.h"
@ -767,7 +766,6 @@ static const SettingDesc misc_settings[] = {
{"sounddriver", SDT_STRINGBUF | (lengthof(_ini_sounddriver)<<16) | SDT_NOSAVE,NULL, _ini_sounddriver, NULL},
{"language", SDT_STRINGBUF | lengthof(_dynlang.curr_file)<<16, NULL, _dynlang.curr_file, NULL},
{"resolution", SDT_UINT16 | SDT_INTLIST | lengthof(_cur_resolution) << 16, "640,480",_cur_resolution, NULL},
{"cache_sprites", SDT_BOOL, (void*)false, &_cache_sprites, NULL},
{"screenshot_format", SDT_STRINGBUF | (lengthof(_screenshot_format_name)<<16), NULL, _screenshot_format_name,NULL},
{"savegame_format", SDT_STRINGBUF | (lengthof(_savegame_format)<<16), NULL, _savegame_format, NULL},
{"rightclick_emulate",SDT_BOOL, (void*)false, &_rightclick_emulate, NULL},

View File

@ -13,7 +13,6 @@
#include "variables.h"
#include <ctype.h>
#define SPRITECACHE_ID 0xF00F0006
#define SPRITE_CACHE_SIZE 1024*1024
@ -383,58 +382,6 @@ static void LoadGrfIndexed(const char *filename, const SpriteID *index_tbl, int
}
}
typedef size_t CDECL fread_t(void*, size_t, size_t, FILE*);
static bool HandleCachedSpriteHeaders(const char *filename, bool read)
{
FILE *f;
fread_t *proc;
uint32 hdr;
if (!_cache_sprites)
return false;
if (read) {
f = fopen(filename, "rb");
proc = fread;
if (f == NULL)
return false;
proc(&hdr, sizeof(hdr), 1, f);
if (hdr != SPRITECACHE_ID) {
fclose(f);
return false;
}
} else {
f = fopen(filename, "wb");
proc = (fread_t*) fwrite;
if (f == NULL)
return false;
hdr = SPRITECACHE_ID;
proc(&hdr, sizeof(hdr), 1, f);
}
proc(_sprite_size, 1, sizeof(_sprite_size), f);
proc(_sprite_file_pos, 1, sizeof(_sprite_file_pos), f);
#if 0
proc(_sprite_xsize, 1, sizeof(_sprite_xsize), f);
proc(_sprite_ysize, 1, sizeof(_sprite_ysize), f);
proc(_sprite_xoffs, 1, sizeof(_sprite_xoffs), f);
proc(_sprite_yoffs, 1, sizeof(_sprite_yoffs), f);
#endif
#if !defined(WANT_NEW_LRU)
if (read)
memset(_sprite_lru, 0xFF, sizeof(_sprite_lru));
#endif
fclose(f);
return true;
}
#define S_FREE_MASK 1
@ -822,6 +769,7 @@ void CheckExternalFiles(void)
static void LoadSpriteTables(void)
{
int load_index = 0;
uint i;
uint j;
const FileList *files; // list of grf files to be loaded. Either Windows files or DOS files
@ -829,11 +777,6 @@ static void LoadSpriteTables(void)
_loading_stage = 1;
/*
* Note for developers:
* Keep in mind that when you add a LoadGrfIndexed in the 'if'-section below
* that you should also add the corresponding FioOpenFile to the 'else'-section
* below.
*
* TODO:
* I think we can live entirely without Indexed GRFs, but I have to
* invest that further. --octo
@ -841,83 +784,46 @@ static void LoadSpriteTables(void)
files = _use_dos_palette? &files_dos : &files_win;
// Try to load the sprites from cache
if (!HandleCachedSpriteHeaders(_cached_filenames[_opt.landscape], true)) {
// We do not have the sprites in cache yet, or cache is disabled
// So just load all files from disk..
for (i = 0; files->basic[i].filename != NULL; i++) {
load_index += LoadGrfFile(files->basic[i].filename, load_index, i);
}
int load_index = 0;
LoadGrfIndexed("openttd.grf", _openttd_grf_indexes, i++);
for (i = 0; files->basic[i].filename != NULL; i++) {
load_index += LoadGrfFile(files->basic[i].filename, load_index, (byte)i);
}
if (_sprite_page_to_load != 0) {
LoadGrfIndexed(
files->landscape[_sprite_page_to_load - 1].filename,
_landscape_spriteindexes[_sprite_page_to_load - 1],
i++
);
}
LoadGrfIndexed("openttd.grf", _openttd_grf_indexes, i++);
LoadGrfIndexed("trkfoundw.grf", _slopes_spriteindexes[_opt.landscape], i++);
if (_sprite_page_to_load != 0)
LoadGrfIndexed(
files->landscape[_sprite_page_to_load - 1].filename,
_landscape_spriteindexes[_sprite_page_to_load - 1],
i++
);
load_index = SPR_AUTORAIL_BASE;
load_index += LoadGrfFile("autorail.grf", load_index, i++);
LoadGrfIndexed("trkfoundw.grf", _slopes_spriteindexes[_opt.landscape], i++);
load_index = SPR_CANALS_BASE;
load_index += LoadGrfFile("canalsw.grf", load_index, i++);
load_index = SPR_AUTORAIL_BASE;
load_index += LoadGrfFile("autorail.grf", load_index, i++);
load_index = SPR_CANALS_BASE;
load_index += LoadGrfFile("canalsw.grf", load_index, i++);
load_index = SPR_OPENTTD_BASE + OPENTTD_SPRITES_COUNT + 1;
load_index = SPR_OPENTTD_BASE + OPENTTD_SPRITES_COUNT + 1;
/* Load newgrf sprites
* in each loading stage, (try to) open each file specified in the config
* and load information from it. */
_custom_sprites_base = load_index;
for (_loading_stage = 0; _loading_stage < 2; _loading_stage++) {
load_index = _custom_sprites_base;
for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++) {
if (!FiosCheckFileExists(_newgrf_files[j]))
// TODO: usrerror()
error("NewGRF file missing: %s", _newgrf_files[j]);
if (_loading_stage == 0)
InitNewGRFFile(_newgrf_files[j], load_index);
load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
DEBUG(spritecache, 2) ("Currently %i sprites are loaded", load_index);
/* Load newgrf sprites
* in each loading stage, (try to) open each file specified in the config
* and load information from it. */
_custom_sprites_base = load_index;
for (_loading_stage = 0; _loading_stage < 2; _loading_stage++) {
load_index = _custom_sprites_base;
for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j]; j++) {
if (!FiosCheckFileExists(_newgrf_files[j])) {
// TODO: usrerror()
error("NewGRF file missing: %s", _newgrf_files[j]);
}
if (_loading_stage == 0) InitNewGRFFile(_newgrf_files[j], load_index);
load_index += LoadNewGrfFile(_newgrf_files[j], load_index, i++);
DEBUG(spritecache, 2) ("Currently %i sprites are loaded", load_index);
}
// If needed, save the cache to file
HandleCachedSpriteHeaders(_cached_filenames[_opt.landscape], false);
} else {
// We have sprites cached. We just loaded the cached files
// now we only have to open a file-pointer to all the original grf-files
// This is very important. Not all sprites are in the cache. So sometimes
// the game needs to load the sprite from disk. When the file is not
// open it can not read. So all files that are in the 'if'-section
// above should also be in this 'else'-section.
//
// NOTE: the order of the files must be identical as in the section above!!
for (i = 0; files->basic[i].filename != NULL; i++)
FioOpenFile(i,files->basic[i].filename);
FioOpenFile(i++, "openttd.grf");
if (_sprite_page_to_load != 0)
FioOpenFile(i++, files->landscape[_sprite_page_to_load - 1].filename);
FioOpenFile(i++, "trkfoundw.grf");
FioOpenFile(i++, "canalsw.grf");
// FIXME: if a user changes his newgrf's, the cached-sprites gets
// invalid. We should have some kind of check for this.
// The best solution for this is to delete the cached-sprites.. but how
// do we detect it?
for (j = 0; j != lengthof(_newgrf_files) && _newgrf_files[j] != NULL; j++)
FioOpenFile(i++, _newgrf_files[j]);
}
_compact_cache_counter = 0;

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@ -33,6 +33,4 @@ static inline const byte *GetNonSprite(SpriteID sprite)
void GfxLoadSprites(void);
void IncreaseSpriteLRU(void);
extern bool _cache_sprites;
#endif