# animated_tile.cpp

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    00001 /* $Id: animated_tile.cpp 15299 2009-01-31 20:16:06Z smatz $ */
    00002
    00005 #include "stdafx.h"
    00006 #include "core/alloc_func.hpp"
    00007 #include "functions.h"
    00008
    00010 TileIndex *_animated_tile_list = NULL;
    00012 uint _animated_tile_count = 0;
    00014 uint _animated_tile_allocated = 0;
    00015
    00020 void DeleteAnimatedTile(TileIndex tile)
    00021 {
    00022   for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
    00023     if (tile == *ti) {
    00024       /* Remove the hole
    00025        * The order of the remaining elements must stay the same, otherwise the animation loop
    00026        * may miss a tile; that's why we must use memmove instead of just moving the last element.
    00027        */
    00028       memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
    00029       _animated_tile_count--;
    00030       MarkTileDirtyByTile(tile);
    00031       return;
    00032     }
    00033   }
    00034 }
    00035
    00041 void AddAnimatedTile(TileIndex tile)
    00042 {
    00043   MarkTileDirtyByTile(tile);
    00044
    00045   for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
    00046     if (tile == *ti) return;
    00047   }
    00048
    00049   /* Table not large enough, so make it larger */
    00050   if (_animated_tile_count == _animated_tile_allocated) {
    00051     _animated_tile_allocated *= 2;
    00052     _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
    00053   }
    00054
    00055   _animated_tile_list[_animated_tile_count] = tile;
    00056   _animated_tile_count++;
    00057 }
    00058
    00062 void AnimateAnimatedTiles()
    00063 {
    00064   const TileIndex *ti = _animated_tile_list;
    00065   while (ti < _animated_tile_list + _animated_tile_count) {
    00066     const TileIndex curr = *ti;
    00067     AnimateTile(curr);
    00068     /* During the AnimateTile call, DeleteAnimatedTile could have been called,
    00069      * deleting an element we've already processed and pushing the rest one
    00070      * slot to the left. We can detect this by checking whether the index
    00071      * in the current slot has changed - if it has, an element has been deleted,
    00072      * and we should process the current slot again instead of going forward.
    00073      * NOTE: this will still break if more than one animated tile is being
    00074      *       deleted during the same AnimateTile call, but no code seems to
    00075      *       be doing this anyway.
    00076      */
    00077     if (*ti == curr) ++ti;
    00078   }
    00079 }
    00080
    00084 void InitializeAnimatedTiles()
    00085 {
    00086   _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
    00087   _animated_tile_count = 0;
    00088   _animated_tile_allocated = 256;
    00089 }