diff --git a/src/viewport.cpp b/src/viewport.cpp --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -134,6 +134,7 @@ struct ChildScreenSpriteToDraw { const SubSprite *sub; ///< only draw a rectangular part of the sprite int32 x; int32 y; + bool relative; int next; ///< next child to draw (-1 at the end) }; @@ -816,8 +817,10 @@ bool IsInsideRotatedRectangle(int x, int * @param y sprite y-offset (screen coordinates) relative to parent sprite. * @param transparent if true, switch the palette between the provided palette and the transparent palette, * @param sub Only draw a part of the sprite. + * @param scale if true, scale offsets to base zoom level. + * @param relative if true, draw sprite relative to parent sprite offsets. */ -void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale) +void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative) { assert((image & SPRITE_MASK) < MAX_SPRITES); @@ -838,6 +841,7 @@ void AddChildSpriteScreen(SpriteID image cs.sub = sub; cs.x = scale ? x * ZOOM_LVL_BASE : x; cs.y = scale ? y * ZOOM_LVL_BASE : y; + cs.relative = relative; cs.next = -1; /* Append the sprite to the active ChildSprite list. @@ -1634,7 +1638,11 @@ static void ViewportDrawParentSprites(co while (child_idx >= 0) { const ChildScreenSpriteToDraw *cs = csstdv->data() + child_idx; child_idx = cs->next; - DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub); + if (cs->relative) { + DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub); + } else { + DrawSpriteViewport(cs->image, cs->pal, ps->x + cs->x, ps->y + cs->y, cs->sub); + } } } }