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/* $Id$ */
/** @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++)
void SkipSpriteData(byte type, uint16 num);
#endif /* SPRITE_H */
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