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https://github.com/JGRennison/OpenTTD-patches.git
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180 lines
6.6 KiB
C
180 lines
6.6 KiB
C
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sprite.h Base for drawing complex sprites. */
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#ifndef SPRITE_H
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#define SPRITE_H
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#include "transparency.h"
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#include "table/sprites.h"
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#define GENERAL_SPRITE_COLOUR(colour) ((colour) + PALETTE_RECOLOUR_START)
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#define COMPANY_SPRITE_COLOUR(owner) (GENERAL_SPRITE_COLOUR(_company_colours[owner]))
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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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/** A tile child sprite and palette to draw for stations etc, with 3D bounding box */
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struct DrawTileSeqStruct {
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int8 delta_x; ///< \c 0x80 is sequence terminator
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int8 delta_y;
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int8 delta_z; ///< \c 0x80 identifies child sprites
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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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PalSpriteID image;
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/** Make this struct a sequence terminator. */
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void MakeTerminator()
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{
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this->delta_x = (int8)0x80;
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}
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/** Check whether this is a sequence terminator. */
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bool IsTerminator() const
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{
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return (byte)this->delta_x == 0x80;
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}
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/** Check whether this is a parent sprite with a boundingbox. */
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bool IsParentSprite() const
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{
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return (byte)this->delta_z != 0x80;
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}
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};
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/**
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* Ground palette sprite of a tile, together with its sprite layout.
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* This struct is used for static sprite layouts in the code.
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* For allocated ones from NewGRF see #NewGRFSpriteLayout.
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*/
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struct DrawTileSprites {
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PalSpriteID ground; ///< Palette and sprite for the ground
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const DrawTileSeqStruct *seq; ///< Array of child sprites. Terminated with a terminator entry
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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;
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byte subtile_y;
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byte width;
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byte height;
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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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/** Iterate through all DrawTileSeqStructs in DrawTileSprites. */
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#define foreach_draw_tile_seq(idx, list) for (idx = list; !idx->IsTerminator(); idx++)
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void DrawCommonTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, int32 orig_offset, uint32 newgrf_offset, PaletteID default_palette, bool child_offset_is_unsigned);
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void DrawCommonTileSeqInGUI(int x, int y, const DrawTileSprites *dts, int32 orig_offset, uint32 newgrf_offset, PaletteID default_palette, bool child_offset_is_unsigned);
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/**
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* Draw tile sprite sequence on tile with railroad specifics.
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* @param total_offset Spriteoffset from normal rail to current railtype.
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* @param newgrf_offset Startsprite of the Action1 to use.
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*/
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static inline void DrawRailTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, int32 total_offset, uint32 newgrf_offset, PaletteID default_palette)
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{
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DrawCommonTileSeq(ti, dts, to, total_offset, newgrf_offset, default_palette, false);
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}
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/**
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* Draw tile sprite sequence in GUI with railroad specifics.
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* @param total_offset Spriteoffset from normal rail to current railtype.
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* @param newgrf_offset Startsprite of the Action1 to use.
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*/
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static inline void DrawRailTileSeqInGUI(int x, int y, const DrawTileSprites *dts, int32 total_offset, uint32 newgrf_offset, PaletteID default_palette)
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{
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DrawCommonTileSeqInGUI(x, y, dts, total_offset, newgrf_offset, default_palette, false);
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}
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/**
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* Draw TTD sprite sequence on tile.
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*/
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static inline void DrawOrigTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, PaletteID default_palette)
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{
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DrawCommonTileSeq(ti, dts, to, 0, 0, default_palette, false);
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}
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/**
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* Draw TTD sprite sequence in GUI.
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*/
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static inline void DrawOrigTileSeqInGUI(int x, int y, const DrawTileSprites *dts, PaletteID default_palette)
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{
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DrawCommonTileSeqInGUI(x, y, dts, 0, 0, default_palette, false);
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}
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/**
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* Draw NewGRF industrytile or house sprite layout
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* @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage.
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*/
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static inline void DrawNewGRFTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, uint32 stage, PaletteID default_palette)
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{
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DrawCommonTileSeq(ti, dts, to, 0, stage, default_palette, true);
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}
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/**
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* Draw NewGRF object in GUI
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* @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage.
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*/
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static inline void DrawNewGRFTileSeqInGUI(int x, int y, const DrawTileSprites *dts, uint32 stage, PaletteID default_palette)
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{
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DrawCommonTileSeqInGUI(x, y, dts, 0, stage, default_palette, true);
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}
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/**
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* Applies PALETTE_MODIFIER_TRANSPARENT and PALETTE_MODIFIER_COLOUR to a palette entry of a sprite layout entry
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* @Note for ground sprites use #GroundSpritePaletteTransform
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* @Note Not useable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set
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* when to use the default palette.
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*
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* @param image The sprite to draw
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* @param pal The palette from the sprite layout
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* @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour)
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* @return The palette to use
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*/
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static inline PaletteID SpriteLayoutPaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
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{
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if (HasBit(image, PALETTE_MODIFIER_TRANSPARENT) || HasBit(image, PALETTE_MODIFIER_COLOUR)) {
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return (pal != 0 ? pal : default_pal);
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} else {
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return PAL_NONE;
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}
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}
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/**
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* Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite
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* @Note Not useable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set
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* when to use the default palette.
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*
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* @param image The sprite to draw
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* @param pal The palette from the sprite layout
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* @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour)
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* @return The palette to use
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*/
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static inline PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
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{
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if (HasBit(image, PALETTE_MODIFIER_COLOUR)) {
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return (pal != 0 ? pal : default_pal);
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} else {
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return PAL_NONE;
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}
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}
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#endif /* SPRITE_H */
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