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(svn r12800) -Codechange: move the animated tile related functions out of texteff.cpp (it isn't a text effect after all). Also remove a few more functions from functions.
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135
src/animated_tile.cpp
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135
src/animated_tile.cpp
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@ -0,0 +1,135 @@
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/* $Id$ */
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/** @file animated_tile.cpp Everything related to animated tiles. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "saveload.h"
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#include "landscape.h"
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#include "core/alloc_func.hpp"
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#include "functions.h"
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/** The table/list with animated tiles. */
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TileIndex *_animated_tile_list = NULL;
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/** The number of animated tiles in the current state. */
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uint _animated_tile_count = 0;
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/** The number of slots for animated tiles allocated currently. */
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static uint _animated_tile_allocated = 0;
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/**
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* Removes the given tile from the animated tile table.
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* @param tile the tile to remove
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*/
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void DeleteAnimatedTile(TileIndex tile)
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{
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for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) {
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/* Remove the hole
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* The order of the remaining elements must stay the same, otherwise the animation loop
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* may miss a tile; that's why we must use memmove instead of just moving the last element.
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*/
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memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
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_animated_tile_count--;
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MarkTileDirtyByTile(tile);
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return;
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}
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}
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}
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/**
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* Add the given tile to the animated tile table (if it does not exist
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* on that table yet). Also increases the size of the table if necessary.
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* @param tile the tile to make animated
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*/
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void AddAnimatedTile(TileIndex tile)
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{
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MarkTileDirtyByTile(tile);
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for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) return;
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}
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/* Table not large enough, so make it larger */
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if (_animated_tile_count == _animated_tile_allocated) {
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_animated_tile_allocated *= 2;
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
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}
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_animated_tile_list[_animated_tile_count] = tile;
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_animated_tile_count++;
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}
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/**
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* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
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*/
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void AnimateAnimatedTiles()
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{
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const TileIndex *ti = _animated_tile_list;
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while (ti < _animated_tile_list + _animated_tile_count) {
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const TileIndex curr = *ti;
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AnimateTile(curr);
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/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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* deleting an element we've already processed and pushing the rest one
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* slot to the left. We can detect this by checking whether the index
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* in the current slot has changed - if it has, an element has been deleted,
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* and we should process the current slot again instead of going forward.
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* NOTE: this will still break if more than one animated tile is being
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* deleted during the same AnimateTile call, but no code seems to
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* be doing this anyway.
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*/
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if (*ti == curr) ++ti;
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}
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}
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/**
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* Initialize all animated tile variables to some known begin point
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*/
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void InitializeAnimatedTiles()
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{
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
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_animated_tile_count = 0;
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_animated_tile_allocated = 256;
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}
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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 = 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, CH_RIFF | CH_LAST},
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};
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15
src/animated_tile_func.h
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15
src/animated_tile_func.h
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@ -0,0 +1,15 @@
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/* $Id$ */
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/** @file animated_tile.h Tile animation! */
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#ifndef ANIMATED_TILE_H
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#define ANIMATED_TILE_H
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#include "tile_type.h"
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void AddAnimatedTile(TileIndex tile);
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void DeleteAnimatedTile(TileIndex tile);
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void AnimateAnimatedTiles();
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void InitializeAnimatedTiles();
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#endif /* ANIMATED_TILE_H */
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@ -22,12 +22,6 @@ void SubtractMoneyFromPlayerFract(PlayerID player, CommandCost cost);
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bool CheckOwnership(Owner owner);
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bool CheckTileOwnership(TileIndex tile);
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/* texteff.cpp */
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void AddAnimatedTile(TileIndex tile);
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void DeleteAnimatedTile(TileIndex tile);
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void AnimateAnimatedTiles();
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void InitializeAnimatedTiles();
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/* misc_cmd.cpp */
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void PlaceTreesRandomly();
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@ -39,6 +39,7 @@
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#include "sound_func.h"
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#include "station_base.h"
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#include "oldpool_func.h"
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#include "animated_tile_func.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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@ -25,6 +25,7 @@
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#include "texteff.hpp"
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#include "gfx_func.h"
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#include "core/alloc_type.hpp"
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#include "animated_tile_func.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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@ -21,6 +21,7 @@
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#include "transparency.h"
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#include "functions.h"
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#include "player_func.h"
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#include "animated_tile_func.h"
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#include "table/strings.h"
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#include "table/sprites.h"
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@ -23,6 +23,7 @@
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#include "functions.h"
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#include "town.h"
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#include "command_func.h"
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#include "animated_tile_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -22,6 +22,7 @@
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#include "gfx_func.h"
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#include "date_func.h"
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#include "player_func.h"
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#include "animated_tile_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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@ -58,6 +58,7 @@
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "cheat_func.h"
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#include "animated_tile_func.h"
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#include "newgrf.h"
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#include "newgrf_config.h"
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@ -42,6 +42,7 @@
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#include "string_func.h"
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#include "signal_func.h"
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#include "oldpool_func.h"
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#include "animated_tile_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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127
src/texteff.cpp
127
src/texteff.cpp
@ -4,10 +4,8 @@
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#include "stdafx.h"
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#include "openttd.h"
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#include "tile_cmd.h"
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#include "landscape.h"
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#include "gfx_func.h"
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#include "saveload.h"
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#include "console.h"
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#include "variables.h"
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#include "blitter/factory.hpp"
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@ -423,128 +421,3 @@ void DrawTextEffects(DrawPixelInfo *dpi)
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default: NOT_REACHED();
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}
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}
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/** The table/list with animated tiles. */
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TileIndex *_animated_tile_list = NULL;
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/** The number of animated tiles in the current state. */
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uint _animated_tile_count = 0;
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/** The number of slots for animated tiles allocated currently. */
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static uint _animated_tile_allocated = 0;
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/**
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* Removes the given tile from the animated tile table.
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* @param tile the tile to remove
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*/
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void DeleteAnimatedTile(TileIndex tile)
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{
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for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) {
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/* Remove the hole
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* The order of the remaining elements must stay the same, otherwise the animation loop
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* may miss a tile; that's why we must use memmove instead of just moving the last element.
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*/
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memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
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_animated_tile_count--;
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MarkTileDirtyByTile(tile);
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return;
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}
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}
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}
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/**
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* Add the given tile to the animated tile table (if it does not exist
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* on that table yet). Also increases the size of the table if necessary.
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* @param tile the tile to make animated
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*/
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void AddAnimatedTile(TileIndex tile)
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{
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MarkTileDirtyByTile(tile);
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for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
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if (tile == *ti) return;
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}
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/* Table not large enough, so make it larger */
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if (_animated_tile_count == _animated_tile_allocated) {
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_animated_tile_allocated *= 2;
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
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}
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_animated_tile_list[_animated_tile_count] = tile;
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_animated_tile_count++;
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}
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/**
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* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
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*/
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void AnimateAnimatedTiles()
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{
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const TileIndex *ti = _animated_tile_list;
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while (ti < _animated_tile_list + _animated_tile_count) {
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const TileIndex curr = *ti;
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AnimateTile(curr);
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/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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* deleting an element we've already processed and pushing the rest one
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* slot to the left. We can detect this by checking whether the index
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* in the current slot has changed - if it has, an element has been deleted,
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* and we should process the current slot again instead of going forward.
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* NOTE: this will still break if more than one animated tile is being
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* deleted during the same AnimateTile call, but no code seems to
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* be doing this anyway.
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*/
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if (*ti == curr) ++ti;
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}
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}
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/**
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* Initialize all animated tile variables to some known begin point
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*/
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void InitializeAnimatedTiles()
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{
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_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
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_animated_tile_count = 0;
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_animated_tile_allocated = 256;
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}
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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 = 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, CH_RIFF | CH_LAST},
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};
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@ -9,6 +9,7 @@
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#include "date_func.h"
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#include "tile_map.h"
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#include "functions.h"
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#include "animated_tile_func.h"
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/**
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* Get the index of which town this house/street is attached to.
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@ -47,6 +47,7 @@
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#include "settings_type.h"
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#include "oldpool_func.h"
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#include "depot_map.h"
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#include "animated_tile_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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