animated_tile_sl.cpp

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00001 /* $Id: animated_tile_sl.cpp 15903 2009-03-30 23:15:05Z rubidium $ */
00002 
00005 #include "../stdafx.h"
00006 #include "../tile_type.h"
00007 #include "../core/alloc_func.hpp"
00008 
00009 #include "saveload.h"
00010 
00011 extern TileIndex *_animated_tile_list;
00012 extern uint _animated_tile_count;
00013 extern uint _animated_tile_allocated;
00014 
00018 static void Save_ANIT()
00019 {
00020   SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
00021   SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
00022 }
00023 
00027 static void Load_ANIT()
00028 {
00029   /* Before version 80 we did NOT have a variable length animated tile table */
00030   if (CheckSavegameVersion(80)) {
00031     /* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
00032     SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
00033 
00034     for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
00035       if (_animated_tile_list[_animated_tile_count] == 0) break;
00036     }
00037     return;
00038   }
00039 
00040   _animated_tile_count = (uint)SlGetFieldLength() / sizeof(*_animated_tile_list);
00041 
00042   /* Determine a nice rounded size for the amount of allocated tiles */
00043   _animated_tile_allocated = 256;
00044   while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
00045 
00046   _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
00047   SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
00048 }
00049 
00054 extern const ChunkHandler _animated_tile_chunk_handlers[] = {
00055   { 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST},
00056 };

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