author | celestar |
Mon, 19 Mar 2007 12:38:16 +0000 | |
branch | gamebalance |
changeset 9895 | 7bd07f43b0e3 |
parent 5919 | 2b58160d667d |
child 6307 | f40e88cff863 |
permissions | -rw-r--r-- |
2186 | 1 |
/* $Id$ */ |
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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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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 size_x; |
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byte size_y; |
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byte size_z; |
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SpriteID image; |
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SpriteID pal; |
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}; |
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struct DrawTileSprites { |
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SpriteID ground_sprite; |
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SpriteID ground_pal; |
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const DrawTileSeqStruct* seq; |
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}; |
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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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struct DrawBuildingsTileStruct { |
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PalSpriteID ground; |
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PalSpriteID 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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}; |
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|
408
63a8c0505aab
(svn r605) -newgrf: Framework for supporting variational spritegroups . Deterministic only at the moment, but random ones support shouldn't be that difficult now It doesn't do anything, but makes these actions actually possible (pasky).
darkvater
parents:
406
diff
changeset
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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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#endif /* SPRITE_H */ |