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Location: cpp/openttd-patchpack/source/src/sprite.h - annotation
r13962:aec40147ce1d
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(svn r18510) -Codechange: some further cleanups of the Windows installer; it didn't always remove all the files it installed and the downloaded free graphics/sounds are now fully extracted instead of dumped as tar in the data directory. This should make reading the readme for them quite a bit easier.
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @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 */
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