Update to 12.0-beta1
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@@ -8,53 +8,68 @@
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/** @file animated_tile_sl.cpp Code handling saving and loading of animated tiles */
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#include "../stdafx.h"
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#include "saveload.h"
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#include "compat/animated_tile_sl_compat.h"
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#include "../tile_type.h"
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#include "../core/alloc_func.hpp"
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#include "../core/smallvec_type.hpp"
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#include "saveload.h"
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#include "../safeguards.h"
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extern std::vector<TileIndex> _animated_tiles;
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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_tiles.size() * sizeof(_animated_tiles.front()));
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SlArray(_animated_tiles.data(), _animated_tiles.size(), SLE_UINT32);
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}
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static const SaveLoad _animated_tile_desc[] = {
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SLEG_VECTOR("tiles", _animated_tiles, 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 (IsSavegameVersionBefore(SLV_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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TileIndex anim_list[256];
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SlArray(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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struct ANITChunkHandler : ChunkHandler {
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ANITChunkHandler() : ChunkHandler('ANIT', CH_TABLE) {}
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for (int i = 0; i < 256; i++) {
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if (anim_list[i] == 0) break;
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_animated_tiles.push_back(anim_list[i]);
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}
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return;
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void Save() const override
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{
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SlTableHeader(_animated_tile_desc);
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SlSetArrayIndex(0);
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SlGlobList(_animated_tile_desc);
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}
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uint count = (uint)SlGetFieldLength() / sizeof(_animated_tiles.front());
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_animated_tiles.clear();
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_animated_tiles.resize(_animated_tiles.size() + count);
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SlArray(_animated_tiles.data(), count, SLE_UINT32);
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}
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void Load() const override
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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 (IsSavegameVersionBefore(SLV_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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TileIndex anim_list[256];
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SlCopy(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
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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, nullptr, nullptr, CH_RIFF | CH_LAST},
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for (int i = 0; i < 256; i++) {
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if (anim_list[i] == 0) break;
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_animated_tiles.push_back(anim_list[i]);
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}
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return;
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}
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if (IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY)) {
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size_t count = SlGetFieldLength() / sizeof(_animated_tiles.front());
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_animated_tiles.clear();
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_animated_tiles.resize(_animated_tiles.size() + count);
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SlCopy(_animated_tiles.data(), count, SLE_UINT32);
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return;
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}
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const std::vector<SaveLoad> slt = SlCompatTableHeader(_animated_tile_desc, _animated_tile_sl_compat);
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if (SlIterateArray() == -1) return;
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SlGlobList(slt);
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if (SlIterateArray() != -1) SlErrorCorrupt("Too many ANIT entries");
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}
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};
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static const ANITChunkHandler ANIT;
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static const ChunkHandlerRef animated_tile_chunk_handlers[] = {
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ANIT,
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};
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extern const ChunkHandlerTable _animated_tile_chunk_handlers(animated_tile_chunk_handlers);
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