Codechange: Use a SmallVec for the animated tile list instead of replicating most of the logic.
This commit is contained in:
@@ -12,22 +12,21 @@
|
||||
#include "../stdafx.h"
|
||||
#include "../tile_type.h"
|
||||
#include "../core/alloc_func.hpp"
|
||||
#include "../core/smallvec_type.hpp"
|
||||
|
||||
#include "saveload.h"
|
||||
|
||||
#include "../safeguards.h"
|
||||
|
||||
extern TileIndex *_animated_tile_list;
|
||||
extern uint _animated_tile_count;
|
||||
extern uint _animated_tile_allocated;
|
||||
extern SmallVector<TileIndex, 256> _animated_tiles;
|
||||
|
||||
/**
|
||||
* Save the ANIT chunk.
|
||||
*/
|
||||
static void Save_ANIT()
|
||||
{
|
||||
SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
|
||||
SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
|
||||
SlSetLength(_animated_tiles.Length() * sizeof(*_animated_tiles.Begin()));
|
||||
SlArray(_animated_tiles.Begin(), _animated_tiles.Length(), SLE_UINT32);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -38,22 +37,20 @@ static void Load_ANIT()
|
||||
/* Before version 80 we did NOT have a variable length animated tile table */
|
||||
if (IsSavegameVersionBefore(80)) {
|
||||
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
|
||||
SlArray(_animated_tile_list, 256, IsSavegameVersionBefore(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
|
||||
TileIndex anim_list[256];
|
||||
SlArray(anim_list, 256, IsSavegameVersionBefore(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
|
||||
|
||||
for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
|
||||
if (_animated_tile_list[_animated_tile_count] == 0) break;
|
||||
for (int i = 0; i < 256; i++) {
|
||||
if (anim_list[i] == 0) break;
|
||||
*_animated_tiles.Append() = anim_list[i];
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
_animated_tile_count = (uint)SlGetFieldLength() / sizeof(*_animated_tile_list);
|
||||
|
||||
/* Determine a nice rounded size for the amount of allocated tiles */
|
||||
_animated_tile_allocated = 256;
|
||||
while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
|
||||
|
||||
_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
|
||||
SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
|
||||
uint count = (uint)SlGetFieldLength() / sizeof(*_animated_tiles.Begin());
|
||||
_animated_tiles.Clear();
|
||||
_animated_tiles.Append(count);
|
||||
SlArray(_animated_tiles.Begin(), count, SLE_UINT32);
|
||||
}
|
||||
|
||||
/**
|
||||
|
Reference in New Issue
Block a user