4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file sprite.h Base for drawing complex sprites. */
15 #include "transparency.h"
17 #include "table/sprites.h"
19 #define GENERAL_SPRITE_COLOUR(colour) ((colour) + PALETTE_RECOLOUR_START)
20 #define COMPANY_SPRITE_COLOUR(owner) (GENERAL_SPRITE_COLOUR(_company_colours[owner]))
22 /* The following describes bunch of sprites to be drawn together in a single 3D
23 * bounding box. Used especially for various multi-sprite buildings (like
24 * depots or stations): */
26 /** A tile child sprite and palette to draw for stations etc, with 3D bounding box */
27 struct DrawTileSeqStruct
{
28 int8 delta_x
; ///< \c 0x80 is sequence terminator
30 int8 delta_z
; ///< \c 0x80 identifies child sprites
36 /** Make this struct a sequence terminator. */
39 this->delta_x
= (int8
)0x80;
42 /** Check whether this is a sequence terminator. */
43 bool IsTerminator() const
45 return (byte
)this->delta_x
== 0x80;
48 /** Check whether this is a parent sprite with a boundingbox. */
49 bool IsParentSprite() const
51 return (byte
)this->delta_z
!= 0x80;
56 * Ground palette sprite of a tile, together with its sprite layout.
57 * This struct is used for static sprite layouts in the code.
58 * For allocated ones from NewGRF see #NewGRFSpriteLayout.
60 struct DrawTileSprites
{
61 PalSpriteID ground
; ///< Palette and sprite for the ground
62 const DrawTileSeqStruct
*seq
; ///< Array of child sprites. Terminated with a terminator entry
66 * This structure is the same for both Industries and Houses.
67 * Buildings here reference a general type of construction
69 struct DrawBuildingsTileStruct
{
77 byte draw_proc
; // this allows to specify a special drawing procedure.
80 /** Iterate through all DrawTileSeqStructs in DrawTileSprites. */
81 #define foreach_draw_tile_seq(idx, list) for (idx = list; !idx->IsTerminator(); idx++)
83 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
);
84 void DrawCommonTileSeqInGUI(int x
, int y
, const DrawTileSprites
*dts
, int32 orig_offset
, uint32 newgrf_offset
, PaletteID default_palette
, bool child_offset_is_unsigned
);
87 * Draw tile sprite sequence on tile with railroad specifics.
88 * @param total_offset Spriteoffset from normal rail to current railtype.
89 * @param newgrf_offset Startsprite of the Action1 to use.
91 static inline void DrawRailTileSeq(const struct TileInfo
*ti
, const DrawTileSprites
*dts
, TransparencyOption to
, int32 total_offset
, uint32 newgrf_offset
, PaletteID default_palette
)
93 DrawCommonTileSeq(ti
, dts
, to
, total_offset
, newgrf_offset
, default_palette
, false);
97 * Draw tile sprite sequence in GUI with railroad specifics.
98 * @param total_offset Spriteoffset from normal rail to current railtype.
99 * @param newgrf_offset Startsprite of the Action1 to use.
101 static inline void DrawRailTileSeqInGUI(int x
, int y
, const DrawTileSprites
*dts
, int32 total_offset
, uint32 newgrf_offset
, PaletteID default_palette
)
103 DrawCommonTileSeqInGUI(x
, y
, dts
, total_offset
, newgrf_offset
, default_palette
, false);
107 * Draw TTD sprite sequence on tile.
109 static inline void DrawOrigTileSeq(const struct TileInfo
*ti
, const DrawTileSprites
*dts
, TransparencyOption to
, PaletteID default_palette
)
111 DrawCommonTileSeq(ti
, dts
, to
, 0, 0, default_palette
, false);
115 * Draw TTD sprite sequence in GUI.
117 static inline void DrawOrigTileSeqInGUI(int x
, int y
, const DrawTileSprites
*dts
, PaletteID default_palette
)
119 DrawCommonTileSeqInGUI(x
, y
, dts
, 0, 0, default_palette
, false);
123 * Draw NewGRF industrytile or house sprite layout
124 * @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage.
126 static inline void DrawNewGRFTileSeq(const struct TileInfo
*ti
, const DrawTileSprites
*dts
, TransparencyOption to
, uint32 stage
, PaletteID default_palette
)
128 DrawCommonTileSeq(ti
, dts
, to
, 0, stage
, default_palette
, true);
132 * Draw NewGRF object in GUI
133 * @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage.
135 static inline void DrawNewGRFTileSeqInGUI(int x
, int y
, const DrawTileSprites
*dts
, uint32 stage
, PaletteID default_palette
)
137 DrawCommonTileSeqInGUI(x
, y
, dts
, 0, stage
, default_palette
, true);
141 * Applies PALETTE_MODIFIER_TRANSPARENT and PALETTE_MODIFIER_COLOUR to a palette entry of a sprite layout entry
142 * @note for ground sprites use #GroundSpritePaletteTransform
143 * @note Not useable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set
144 * when to use the default palette.
146 * @param image The sprite to draw
147 * @param pal The palette from the sprite layout
148 * @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour)
149 * @return The palette to use
151 static inline PaletteID
SpriteLayoutPaletteTransform(SpriteID image
, PaletteID pal
, PaletteID default_pal
)
153 if (HasBit(image
, PALETTE_MODIFIER_TRANSPARENT
) || HasBit(image
, PALETTE_MODIFIER_COLOUR
)) {
154 return (pal
!= 0 ? pal
: default_pal
);
161 * Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite
162 * @note Not useable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set
163 * when to use the default palette.
165 * @param image The sprite to draw
166 * @param pal The palette from the sprite layout
167 * @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour)
168 * @return The palette to use
170 static inline PaletteID
GroundSpritePaletteTransform(SpriteID image
, PaletteID pal
, PaletteID default_pal
)
172 if (HasBit(image
, PALETTE_MODIFIER_COLOUR
)) {
173 return (pal
!= 0 ? pal
: default_pal
);
179 #endif /* SPRITE_H */