(svn r11228) -Codechange: implement the "moreanimation" feature of TTDP, so we can properly support newindustries.

This commit is contained in:
rubidium
2007-10-08 19:56:21 +00:00
parent bbbfcb4360
commit cb6cdf7978
5 changed files with 88 additions and 35 deletions

View File

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