sprite.h
author darkvater
Sun, 14 Nov 2004 16:42:08 +0000
changeset 405 6830ae7a0d5d
child 406 29f813f556a6
permissions -rw-r--r--
(svn r602) -newgrf: Move DrawTileSeqStruct & co and struct SpriteGroup to sprite.h (pasky)
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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;
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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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	DrawTileSeqStruct const *seq;
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} 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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/* This is for custom sprites: */
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struct SpriteGroup {
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	// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
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	// use even less, now we take whole 8kb for custom sprites table, oh my!
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	byte sprites_per_set; // means number of directions - 4 or 8
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	// Loaded = in motion, loading = not moving
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	// Each group contains several spritesets, for various loading stages
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	// XXX: For stations the meaning is different - loaded is for stations
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	// with small amount of cargo whilst loading is for stations with a lot
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	// of da stuff.
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	byte loaded_count;
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	uint16 loaded[16]; // sprite ids
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	byte loading_count;
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	uint16 loading[16]; // sprite ids
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};
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#endif