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769de62daf
In the first phase, indexes are stored. In the second phase, indexes are checked for validity and converted to pointers
57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
/* $Id$ */
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/** @file animated_tile_sl.cpp Code handling saving and loading of animated tiles */
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#include "../stdafx.h"
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#include "../tile_type.h"
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#include "../core/alloc_func.hpp"
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#include "saveload.h"
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extern TileIndex *_animated_tile_list;
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extern uint _animated_tile_count;
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extern uint _animated_tile_allocated;
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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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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 = (uint)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', Save_ANIT, Load_ANIT, NULL, CH_RIFF | CH_LAST},
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};
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