Update to 12.0-beta1

This commit is contained in:
dP
2021-08-15 14:57:29 +03:00
parent ac7d3eba75
commit 9df4f2c4fc
666 changed files with 61302 additions and 20466 deletions

View File

@@ -8,53 +8,68 @@
/** @file animated_tile_sl.cpp Code handling saving and loading of animated tiles */
#include "../stdafx.h"
#include "saveload.h"
#include "compat/animated_tile_sl_compat.h"
#include "../tile_type.h"
#include "../core/alloc_func.hpp"
#include "../core/smallvec_type.hpp"
#include "saveload.h"
#include "../safeguards.h"
extern std::vector<TileIndex> _animated_tiles;
/**
* Save the ANIT chunk.
*/
static void Save_ANIT()
{
SlSetLength(_animated_tiles.size() * sizeof(_animated_tiles.front()));
SlArray(_animated_tiles.data(), _animated_tiles.size(), SLE_UINT32);
}
static const SaveLoad _animated_tile_desc[] = {
SLEG_VECTOR("tiles", _animated_tiles, SLE_UINT32),
};
/**
* Load the ANIT chunk; the chunk containing the animated tiles.
*/
static void Load_ANIT()
{
/* Before version 80 we did NOT have a variable length animated tile table */
if (IsSavegameVersionBefore(SLV_80)) {
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
TileIndex anim_list[256];
SlArray(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
struct ANITChunkHandler : ChunkHandler {
ANITChunkHandler() : ChunkHandler('ANIT', CH_TABLE) {}
for (int i = 0; i < 256; i++) {
if (anim_list[i] == 0) break;
_animated_tiles.push_back(anim_list[i]);
}
return;
void Save() const override
{
SlTableHeader(_animated_tile_desc);
SlSetArrayIndex(0);
SlGlobList(_animated_tile_desc);
}
uint count = (uint)SlGetFieldLength() / sizeof(_animated_tiles.front());
_animated_tiles.clear();
_animated_tiles.resize(_animated_tiles.size() + count);
SlArray(_animated_tiles.data(), count, SLE_UINT32);
}
void Load() const override
{
/* Before version 80 we did NOT have a variable length animated tile table */
if (IsSavegameVersionBefore(SLV_80)) {
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
TileIndex anim_list[256];
SlCopy(anim_list, 256, IsSavegameVersionBefore(SLV_6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
/**
* "Definition" imported by the saveload code to be able to load and save
* the animated tile table.
*/
extern const ChunkHandler _animated_tile_chunk_handlers[] = {
{ 'ANIT', Save_ANIT, Load_ANIT, nullptr, nullptr, CH_RIFF | CH_LAST},
for (int i = 0; i < 256; i++) {
if (anim_list[i] == 0) break;
_animated_tiles.push_back(anim_list[i]);
}
return;
}
if (IsSavegameVersionBefore(SLV_RIFF_TO_ARRAY)) {
size_t count = SlGetFieldLength() / sizeof(_animated_tiles.front());
_animated_tiles.clear();
_animated_tiles.resize(_animated_tiles.size() + count);
SlCopy(_animated_tiles.data(), count, SLE_UINT32);
return;
}
const std::vector<SaveLoad> slt = SlCompatTableHeader(_animated_tile_desc, _animated_tile_sl_compat);
if (SlIterateArray() == -1) return;
SlGlobList(slt);
if (SlIterateArray() != -1) SlErrorCorrupt("Too many ANIT entries");
}
};
static const ANITChunkHandler ANIT;
static const ChunkHandlerRef animated_tile_chunk_handlers[] = {
ANIT,
};
extern const ChunkHandlerTable _animated_tile_chunk_handlers(animated_tile_chunk_handlers);