
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
46 lines
1.1 KiB
C
46 lines
1.1 KiB
C
/* $Id$ */
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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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typedef 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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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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const DrawTileSeqStruct* seq;
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} DrawTileSprites;
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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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typedef struct DrawBuildingsTileStruct {
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SpriteID ground;
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SpriteID 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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} DrawBuildingsTileStruct;
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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 */
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