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@ -25,7 +25,6 @@ enum {
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MAX_TEXTMESSAGE_LENGTH = 200,
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INIT_NUM_TEXT_MESSAGES = 20,
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MAX_CHAT_MESSAGES = 10,
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MAX_ANIMATED_TILES = 256,
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};
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struct TextEffect {
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@ -50,7 +49,6 @@ struct ChatMessage {
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/* used for text effects */
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static TextEffect *_text_effect_list = NULL;
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static uint16 _num_text_effects = INIT_NUM_TEXT_MESSAGES;
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TileIndex _animated_tile_list[MAX_ANIMATED_TILES];
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/* used for chat window */
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static ChatMessage _chatmsg_list[MAX_CHAT_MESSAGES];
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@ -422,62 +420,112 @@ void DrawTextEffects(DrawPixelInfo *dpi)
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}
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}
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/** The table/list with animated tiles. */
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TileIndex *_animated_tile_list = NULL;
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/** The number of animated tiles in the current state. */
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uint _animated_tile_count = 0;
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/** The number of slots for animated tiles allocated currently. */
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static uint _animated_tile_allocated = 0;
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/**
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* Removes the given tile from the animated tile table.
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* @param tile the tile to remove
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*/
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void DeleteAnimatedTile(TileIndex tile)
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{
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TileIndex *ti;
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for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
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for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) {
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/* remove the hole */
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memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(*ti));
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/* and clear last item */
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*lastof(_animated_tile_list) = 0;
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/* Remove the hole */
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*ti = _animated_tile_list[_animated_tile_count - 1];
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_animated_tile_count--;
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MarkTileDirtyByTile(tile);
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return;
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}
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}
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}
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bool AddAnimatedTile(TileIndex tile)
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/**
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* Add the given tile to the animated tile table (if it does not exist
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* on that table yet). Also increases the size of the table if necessary.
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* @param tile the tile to make animated
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*/
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void AddAnimatedTile(TileIndex tile)
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{
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TileIndex *ti;
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MarkTileDirtyByTile(tile);
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for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
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if (tile == *ti || *ti == 0) {
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*ti = tile;
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MarkTileDirtyByTile(tile);
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return true;
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}
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for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) return;
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}
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return false;
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/* Table not large enough, so make it larger */
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if (_animated_tile_count == _animated_tile_allocated) {
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_animated_tile_allocated *= 2;
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
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}
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_animated_tile_list[_animated_tile_count] = tile;
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_animated_tile_count++;
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}
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/**
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* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
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*/
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void AnimateAnimatedTiles()
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{
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const TileIndex* ti;
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for (ti = _animated_tile_list; ti != endof(_animated_tile_list) && *ti != 0; ti++) {
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for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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AnimateTile(*ti);
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}
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}
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/**
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* Initialize all animated tile variables to some known begin point
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*/
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void InitializeAnimatedTiles()
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{
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memset(_animated_tile_list, 0, sizeof(_animated_tile_list));
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
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_animated_tile_count = 0;
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_animated_tile_allocated = 256;
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}
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static void SaveLoad_ANIT()
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/**
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* Save the ANIT chunk.
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*/
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static void Save_ANIT()
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{
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/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
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if (CheckSavegameVersion(6)) {
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SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32);
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} else {
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SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_UINT32);
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}
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SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
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SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
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}
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/**
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* Load the ANIT chunk; the chunk containing the animated tiles.
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*/
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static void Load_ANIT()
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{
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/* Before version 80 we did NOT have a variable length animated tile table */
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if (CheckSavegameVersion(80)) {
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/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
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SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
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if (_animated_tile_list[_animated_tile_count] == 0) break;
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}
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return;
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}
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_animated_tile_count = SlGetFieldLength() / sizeof(*_animated_tile_list);
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/* Determine a nice rounded size for the amount of allocated tiles */
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_animated_tile_allocated = 256;
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while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
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SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
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}
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/**
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* "Definition" imported by the saveload code to be able to load and save
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* the animated tile table.
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*/
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extern const ChunkHandler _animated_tile_chunk_handlers[] = {
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{ 'ANIT', SaveLoad_ANIT, SaveLoad_ANIT, CH_RIFF | CH_LAST},
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{ 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST},
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};
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