63 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			63 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/*
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 * This file is part of OpenTTD.
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 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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 */
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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 "../core/smallvec_type.hpp"
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#include "saveload.h"
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#include "../safeguards.h"
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extern SmallVector<TileIndex, 256> _animated_tiles;
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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_tiles.Length() * sizeof(*_animated_tiles.Begin()));
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	SlArray(_animated_tiles.Begin(), _animated_tiles.Length(), 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 (IsSavegameVersionBefore(SLV_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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		TileIndex anim_list[256];
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		SlArray(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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		for (int i = 0; i < 256; i++) {
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			if (anim_list[i] == 0) break;
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			*_animated_tiles.Append() = anim_list[i];
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		}
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		return;
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	}
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	uint count = (uint)SlGetFieldLength() / sizeof(*_animated_tiles.Begin());
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	_animated_tiles.Clear();
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	_animated_tiles.Append(count);
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	SlArray(_animated_tiles.Begin(), 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, NULL, CH_RIFF | CH_LAST},
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};
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