sprite.h
author bjarni
Tue, 05 Dec 2006 22:40:42 +0000
changeset 5255 b693a9941b8c
parent 4230 f4e93251e2f6
permissions -rw-r--r--
(svn r7385) -Fix: FS#418 Deleting Train in depot with autoreplace failes
This turned out to be due to continue to drag the old vehicle, that autoreplace sold
This could also be triggered if more than one player used the same company
Now deleting a vehicle will remove all depot highlights of that vehicle
/* $Id$ */

#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 */