sprite.h
author peter1138
Fri, 28 Apr 2006 21:32:59 +0000
changeset 3688 fa1326dee4e3
parent 3664 4f810b1ea216
child 3745 6ffecfbc2aae
permissions -rw-r--r--
(svn r4613) - NewGRF: fix two struct declarations
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/* $Id$ */
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#ifndef SPRITE_H
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#define SPRITE_H
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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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typedef 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 width,height;
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	byte unk; // 'depth', just z-size; TODO: rename
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	uint32 image;
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} DrawTileSeqStruct;
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typedef struct DrawTileSprites {
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	SpriteID ground_sprite;
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	const DrawTileSeqStruct* seq;
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} DrawTileSprites;
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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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typedef struct DrawBuildingsTileStruct {
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	SpriteID ground;
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	SpriteID building;
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	byte subtile_x:4;
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	byte subtile_y:4;
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	byte width:4;
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	byte height:4;
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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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} DrawBuildingsTileStruct;
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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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// XXX Temporary include while juggling about
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#include "newgrf_spritegroup.h"
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/* This takes value (probably of the variable specified in the group) and
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 * chooses corresponding SpriteGroup accordingly to the given
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 * DeterministicSpriteGroup. */
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SpriteGroup *EvalDeterministicSpriteGroup(const DeterministicSpriteGroup *dsg, int value);
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/* Get value of a common deterministic SpriteGroup variable. */
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int GetDeterministicSpriteValue(byte var);
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/* This takes randomized bitmask (probably associated with
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 * vehicle/station/whatever) and chooses corresponding SpriteGroup
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 * accordingly to the given RandomizedSpriteGroup. */
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SpriteGroup *EvalRandomizedSpriteGroup(const RandomizedSpriteGroup *rsg, byte random_bits);
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/* Triggers given RandomizedSpriteGroup with given bitmask and returns and-mask
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 * of random bits to be reseeded, or zero if there were no triggers matched
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 * (then they are |ed to @waiting_triggers instead). */
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byte RandomizedSpriteGroupTriggeredBits(const RandomizedSpriteGroup *rsg, byte triggers, byte *waiting_triggers);
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#endif /* SPRITE_H */