/* $Id$ */ /** @file sprite.h Base for drawing complex sprites. */ #ifndef SPRITE_H #define SPRITE_H #include "gfx_type.h" #define GENERAL_SPRITE_COLOUR(colour) ((colour) + PALETTE_RECOLOUR_START) #define COMPANY_SPRITE_COLOUR(owner) (GENERAL_SPRITE_COLOUR(_company_colours[owner])) /** * Whether a sprite comes from the original graphics files or a new grf file * (either supplied by OpenTTD or supplied by the user). * * @param sprite The sprite to check * @return True if it is a new sprite, or false if it is original. */ #define IS_CUSTOM_SPRITE(sprite) ((sprite) >= SPR_SIGNALS_BASE) /* The following describes bunch of sprites to be drawn together in a single 3D * bounding box. Used especially for various multi-sprite buildings (like * depots or stations): */ /** A tile child sprite and palette to draw for stations etc, with 3D bounding box */ struct DrawTileSeqStruct { int8 delta_x; ///< \c 0x80 is sequence terminator int8 delta_y; int8 delta_z; byte size_x; byte size_y; byte size_z; PalSpriteID image; }; /** Ground palette sprite of a tile, together with its child sprites */ struct DrawTileSprites { PalSpriteID ground; ///< Palette and sprite for the ground const DrawTileSeqStruct *seq; ///< Array of child sprites. Terminated with a terminator entry }; /** * This structure is the same for both Industries and Houses. * Buildings here reference a general type of construction */ struct DrawBuildingsTileStruct { PalSpriteID ground; PalSpriteID building; byte subtile_x; byte subtile_y; byte width; byte height; byte dz; byte draw_proc; // this allows to specify a special drawing procedure. }; /** Iterate through all DrawTileSeqStructs in DrawTileSprites. */ #define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++) bool SkipSpriteData(byte type, uint16 num); #endif /* SPRITE_H */