src/sprite.h
author rubidium
Sat, 30 Aug 2008 09:46:52 +0000
changeset 10032 1f6c6f3bea28
parent 9111 48ce04029fe4
child 10207 c291a21b304e
permissions -rw-r--r--
(svn r14191) -Codechange: unify the code to skip sprite payload (i.e. not the header).
-Fix: sprite payload skipping wouldn't skip enough bytes in a very small subset of compressed sprites.
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/* $Id$ */
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/** @file sprite.h Base for drawing complex sprites. */
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#ifndef SPRITE_H
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#define SPRITE_H
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#include "gfx_type.h"
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#define GENERAL_SPRITE_COLOR(color) ((color) + PALETTE_RECOLOR_START)
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#define PLAYER_SPRITE_COLOR(owner) (GENERAL_SPRITE_COLOR(_player_colors[owner]))
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/**
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 * Whether a sprite comes from the original graphics files or a new grf file
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 * (either supplied by OpenTTD or supplied by the user).
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 *
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 * @param sprite The sprite to check
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 * @return True if it is a new sprite, or false if it is original.
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 */
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#define IS_CUSTOM_SPRITE(sprite) ((sprite) >= SPR_SIGNALS_BASE)
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/* The following describes bunch of sprites to be drawn together in a single 3D
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 * bounding box. Used especially for various multi-sprite buildings (like
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 * depots or stations): */
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struct DrawTileSeqStruct {
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	int8 delta_x; // 0x80 is sequence terminator
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	int8 delta_y;
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	int8 delta_z;
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	byte size_x;
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	byte size_y;
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	byte size_z;
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	PalSpriteID image;
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};
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struct DrawTileSprites {
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	PalSpriteID ground;
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	const DrawTileSeqStruct *seq;
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};
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/**
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 * This structure is the same for both Industries and Houses.
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 * Buildings here reference a general type of construction
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 */
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struct DrawBuildingsTileStruct {
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	PalSpriteID ground;
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	PalSpriteID building;
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	byte subtile_x;
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	byte subtile_y;
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	byte width;
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	byte height;
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	byte dz;
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	byte draw_proc;  /* this allows to specify a special drawing procedure.*/
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};
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/** Iterate through all DrawTileSeqStructs in DrawTileSprites. */
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#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
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void SkipSpriteData(byte type, uint16 num);
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#endif /* SPRITE_H */