sprite.h
author miham
Tue, 05 Dec 2006 17:09:57 +0000
changeset 5250 8143c2b58c6f
parent 4230 f4e93251e2f6
permissions -rw-r--r--
(svn r7375) WebTranslator2 update to 2006-12-05 18:07:02
american - 22 fixed, 2 changed by WhiteRabbit (24)
brazilian_portuguese - 23 fixed by tucalipe (23)
bulgarian - 22 fixed, 2 changed by groupsky (24)
catalan - 23 fixed, 31 changed by arnaullv (54)
croatian - 203 fixed, 2 deleted, 27 changed by knovak (232)
danish - 9 fixed, 26 changed by ThomasA (35)
french - 23 fixed, 10 changed by glx (33)
hungarian - 23 fixed, 1 changed by miham (24)
italian - 23 fixed by sidew (23)
slovak - 8 fixed by lengyel (8)
/* $Id$ */

#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 */