sprite.h
author miham
Mon, 04 Dec 2006 04:22:53 +0000
changeset 5226 4e131f956e9d
parent 4230 f4e93251e2f6
permissions -rw-r--r--
(svn r7346) WebTranslator2 update to 2006-12-04 05:22:02
american - 5 fixed by WhiteRabbit (5)
brazilian_portuguese - 1 fixed by tucalipe (1)
bulgarian - 5 fixed by groupsky (5)
catalan - 1 fixed, 3 changed by arnaullv (4)
croatian - 186 fixed, 111 changed by knovak (297)
czech - 5 fixed by Hadez (5)
dutch - 5 fixed by habell (5)
french - 1 fixed by glx (1)
german - 5 fixed by Neonox (5)
italian - 5 fixed by sidew (5)
portuguese - 4 fixed by izhirahider (4)
turkish - 5 fixed by jnmbk (5)
/* $Id$ */

#ifndef SPRITE_H
#define SPRITE_H


/* 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): */

typedef struct DrawTileSeqStruct {
	int8 delta_x; // 0x80 is sequence terminator
	int8 delta_y;
	int8 delta_z;
	byte size_x;
	byte size_y;
	byte size_z;
	uint32 image;
} DrawTileSeqStruct;

typedef struct DrawTileSprites {
	SpriteID ground_sprite;
	const DrawTileSeqStruct* seq;
} DrawTileSprites;

/**
 * This structure is the same for both Industries and Houses.
 * Buildings here reference a general type of construction
 */
typedef struct DrawBuildingsTileStruct {
	SpriteID ground;
	SpriteID building;
	byte subtile_x:4;
	byte subtile_y:4;
	byte width:4;
	byte height:4;
	byte dz;
	byte draw_proc;  /* this allows to specify a special drawing procedure.*/
} DrawBuildingsTileStruct;

// 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 */