# animated_tile_sl.cpp

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    00001 /* $Id: animated_tile_sl.cpp 15903 2009-03-30 23:15:05Z rubidium $ */
    00002
    00005 #include "../stdafx.h"
    00006 #include "../tile_type.h"
    00007 #include "../core/alloc_func.hpp"
    00008
    00009 #include "saveload.h"
    00010
    00011 extern TileIndex *_animated_tile_list;
    00012 extern uint _animated_tile_count;
    00013 extern uint _animated_tile_allocated;
    00014
    00018 static void Save_ANIT()
    00019 {
    00020   SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
    00021   SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
    00022 }
    00023
    00027 static void Load_ANIT()
    00028 {
    00029   /* Before version 80 we did NOT have a variable length animated tile table */
    00030   if (CheckSavegameVersion(80)) {
    00031     /* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
    00032     SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
    00033
    00034     for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
    00035       if (_animated_tile_list[_animated_tile_count] == 0) break;
    00036     }
    00037     return;
    00038   }
    00039
    00040   _animated_tile_count = (uint)SlGetFieldLength() / sizeof(*_animated_tile_list);
    00041
    00042   /* Determine a nice rounded size for the amount of allocated tiles */
    00043   _animated_tile_allocated = 256;
    00044   while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
    00045
    00046   _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
    00047   SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
    00048 }
    00049
    00054 extern const ChunkHandler _animated_tile_chunk_handlers[] = {
    00055   { 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST},
    00056 };