# animated_tile.cpp

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    00001 /* $Id: animated_tile.cpp 17248 2009-08-21 20:21:05Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "core/alloc_func.hpp"
    00014 #include "functions.h"
    00015
    00017 TileIndex *_animated_tile_list = NULL;
    00019 uint _animated_tile_count = 0;
    00021 uint _animated_tile_allocated = 0;
    00022
    00027 void DeleteAnimatedTile(TileIndex tile)
    00028 {
    00029   for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
    00030     if (tile == *ti) {
    00031       /* Remove the hole
    00032        * The order of the remaining elements must stay the same, otherwise the animation loop
    00033        * may miss a tile; that's why we must use memmove instead of just moving the last element.
    00034        */
    00035       memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
    00036       _animated_tile_count--;
    00037       MarkTileDirtyByTile(tile);
    00038       return;
    00039     }
    00040   }
    00041 }
    00042
    00048 void AddAnimatedTile(TileIndex tile)
    00049 {
    00050   MarkTileDirtyByTile(tile);
    00051
    00052   for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
    00053     if (tile == *ti) return;
    00054   }
    00055
    00056   /* Table not large enough, so make it larger */
    00057   if (_animated_tile_count == _animated_tile_allocated) {
    00058     _animated_tile_allocated *= 2;
    00059     _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
    00060   }
    00061
    00062   _animated_tile_list[_animated_tile_count] = tile;
    00063   _animated_tile_count++;
    00064 }
    00065
    00069 void AnimateAnimatedTiles()
    00070 {
    00071   const TileIndex *ti = _animated_tile_list;
    00072   while (ti < _animated_tile_list + _animated_tile_count) {
    00073     const TileIndex curr = *ti;
    00074     AnimateTile(curr);
    00075     /* During the AnimateTile call, DeleteAnimatedTile could have been called,
    00076      * deleting an element we've already processed and pushing the rest one
    00077      * slot to the left. We can detect this by checking whether the index
    00078      * in the current slot has changed - if it has, an element has been deleted,
    00079      * and we should process the current slot again instead of going forward.
    00080      * NOTE: this will still break if more than one animated tile is being
    00081      *       deleted during the same AnimateTile call, but no code seems to
    00082      *       be doing this anyway.
    00083      */
    00084     if (*ti == curr) ++ti;
    00085   }
    00086 }
    00087
    00091 void InitializeAnimatedTiles()
    00092 {
    00093   _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
    00094   _animated_tile_count = 0;
    00095   _animated_tile_allocated = 256;
    00096 }