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/* $Id$ */
/** @file sprite.h */
#ifndef SPRITE_H
#define SPRITE_H
#define GENERAL_SPRITE_COLOR(color) ((color) + PALETTE_RECOLOR_START)
#define PLAYER_SPRITE_COLOR(owner) (GENERAL_SPRITE_COLOR(_player_colors[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): */
struct DrawTileSeqStruct {
int8 delta_x; // 0x80 is sequence terminator
int8 delta_y;
int8 delta_z;
byte size_x;
byte size_y;
byte size_z;
SpriteID image;
SpriteID pal;
};
struct DrawTileSprites {
SpriteID ground_sprite;
SpriteID ground_pal;
const DrawTileSeqStruct *seq;
};
/**
* 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++)
#endif /* SPRITE_H */
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