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Location: cpp/openttd-patchpack/source/table/sprites.h - annotation
r3082:12642bff9b64
44.7 KiB
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(svn r3671) -Code cleanup: fixed style and removed commented out code in video/cocoa_v.m
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r513:5d6e5eb410c5 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r2187:60cea7c48bf4 r2893:ab90e3dfa750 r2187:60cea7c48bf4 r2893:ab90e3dfa750 r2187:60cea7c48bf4 r2893:ab90e3dfa750 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r513:5d6e5eb410c5 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r513:5d6e5eb410c5 r2581:d60d27e084dc r513:5d6e5eb410c5 r2893:ab90e3dfa750 r2581:d60d27e084dc r513:5d6e5eb410c5 r2893:ab90e3dfa750 r2581:d60d27e084dc r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r513:5d6e5eb410c5 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r513:5d6e5eb410c5 r513:5d6e5eb410c5 r2893:ab90e3dfa750 r2893:ab90e3dfa750 r2187:60cea7c48bf4 r2909:e3d9f974218b r513:5d6e5eb410c5 r2187:60cea7c48bf4 r513:5d6e5eb410c5 r513:5d6e5eb410c5 | /* $Id$ */
#ifndef SPRITES_H
#define SPRITES_H
/** @file sprites.h
This file contails all sprite-related enums and defines. These consist mainly of
the sprite numbers and a bunch of masks and macros to handle sprites and to get
rid of all the magic numbers in the code.
@NOTE:
ALL SPRITE NUMBERS BELOW 5126 are in the main files
SPR_CANALS_BASE is in canalsw.grf
SPR_SLOPES_BASE is in trkfoundw.grf
SPR_OPENTTD_BASE is in openttd.grf
All elements which consist of two elements should
have the same name and then suffixes
_GROUND and _BUILD for building-type sprites
_REAR and _FRONT for transport-type sprites (tiles where vehicles are on)
These sprites are split because of the Z order of the elements
(like some parts of a bridge are behind the vehicle, while others are before)
All sprites which are described here are referenced only one to a handful of times
throughout the code. When introducing new sprite enums, use meaningful names.
Don't be lazy and typing, and only use abbrevations when their meaning is clear or
the length of the enum would get out of hand. In that case EXPLAINÂ THE ABBREVATION
IN THIS FILE, and perhaps add some comments in the code where it is used.
Now, don't whine about this being too much typing work if the enums are like
30 characters in length. If your editor doen't help you simplifying your work,
get a proper editor. If your Operating Systems don't have any decent editors,
get a proper Operating System.
@todo Split the "Sprites" enum into smaller chunks and document them
*/
enum Sprites {
SPR_SELECT_TILE = 752,
SPR_DOT = 774, // corner marker for lower/raise land
SPR_DOT_SMALL = 4078,
SPR_WHITE_POINT = 4079,
/* ASCII */
SPR_ASCII_SPACE = 2,
SPR_ASCII_SPACE_SMALL = 226,
SPR_ASCII_SPACE_BIG = 450,
/* Extra graphic spritenumbers */
SPR_CANALS_BASE = 5382,
SPR_SLOPES_BASE = SPR_CANALS_BASE + 70,
SPR_AUTORAIL_BASE = SPR_SLOPES_BASE + 78,
SPR_OPENTTD_BASE = SPR_AUTORAIL_BASE + 55,
SPR_BLOT = SPR_OPENTTD_BASE + 29, // colored circle (mainly used as vehicle profit marker and for sever compatibility)
SPR_PIN_UP = SPR_OPENTTD_BASE + 55, // pin icon
SPR_PIN_DOWN = SPR_OPENTTD_BASE + 56,
SPR_BOX_EMPTY = SPR_OPENTTD_BASE + 59,
SPR_BOX_CHECKED = SPR_OPENTTD_BASE + 60,
SPR_WINDOW_RESIZE = SPR_OPENTTD_BASE + 87, // resize icon
SPR_HOUSE_ICON = SPR_OPENTTD_BASE + 94,
// arrow icons pointing in all 4 directions
SPR_ARROW_DOWN = SPR_OPENTTD_BASE + 88,
SPR_ARROW_UP = SPR_OPENTTD_BASE + 89,
SPR_ARROW_LEFT = SPR_OPENTTD_BASE + 90,
SPR_ARROW_RIGHT = SPR_OPENTTD_BASE + 91,
/* Clone vehicles stuff */
SPR_CLONE_AIRCRAFT = SPR_OPENTTD_BASE + 92,
SPR_CLONE_ROADVEH = SPR_OPENTTD_BASE + 92,
SPR_CLONE_SHIP = SPR_OPENTTD_BASE + 92,
SPR_CLONE_TRAIN = SPR_OPENTTD_BASE + 92,
/* Network GUI sprites */
SPR_SQUARE = SPR_OPENTTD_BASE + 20, // colored square (used for newgrf compatibility)
SPR_LOCK = SPR_OPENTTD_BASE + 19, // lock icon (for password protected servers)
SPR_FLAGS_BASE = SPR_OPENTTD_BASE + 83, // start of the flags block (in same order as enum NetworkLanguage)
/* Manager face sprites */
SPR_GRADIENT = 874, // background gradient behind manager face
/* is itself no foundation sprite, because tileh 0 has no foundation */
SPR_FOUNDATION_BASE = 989,
/* Shadow cell */
SPR_SHADOW_CELL = 1004,
/* Sliced view shadow cells */
/* Maybe we have different ones in the future */
SPR_MAX_SLICE = SPR_OPENTTD_BASE + 64,
SPR_MIN_SLICE = SPR_OPENTTD_BASE + 64,
/* Unmovables spritenumbers */
SPR_UNMOVABLE_TRANSMITTER = 2601,
SPR_UNMOVABLE_LIGHTHOUSE = 2602,
SPR_TINYHQ_NORTH = 2603,
SPR_TINYHQ_EAST = 2604,
SPR_TINYHQ_WEST = 2605,
SPR_TINYHQ_SOUTH = 2606,
SPR_SMALLHQ_NORTH = 2607,
SPR_SMALLHQ_EAST = 2608,
SPR_SMALLHQ_WEST = 2609,
SPR_SMALLHQ_SOUTH = 2610,
SPR_MEDIUMHQ_NORTH = 2611,
SPR_MEDIUMHQ_NORTH_WALL = 2612,
SPR_MEDIUMHQ_EAST = 2613,
SPR_MEDIUMHQ_EAST_WALL = 2614,
SPR_MEDIUMHQ_WEST = 2615,
SPR_MEDIUMHQ_WEST_WALL = 2616, //very tiny piece of wall
SPR_MEDIUMHQ_SOUTH = 2617,
SPR_LARGEHQ_NORTH_GROUND = 2618,
SPR_LARGEHQ_NORTH_BUILD = 2619,
SPR_LARGEHQ_EAST_GROUND = 2620,
SPR_LARGEHQ_EAST_BUILD = 2621,
SPR_LARGEHQ_WEST_GROUND = 2622,
SPR_LARGEHQ_WEST_BUILD = 2623,
SPR_LARGEHQ_SOUTH = 2624,
SPR_HUGEHQ_NORTH_GROUND = 2625,
SPR_HUGEHQ_NORTH_BUILD = 2626,
SPR_HUGEHQ_EAST_GROUND = 2627,
SPR_HUGEHQ_EAST_BUILD = 2628,
SPR_HUGEHQ_WEST_GROUND = 2629,
SPR_HUGEHQ_WEST_BUILD = 2630,
SPR_HUGEHQ_SOUTH = 2631,
SPR_CONCRETE_GROUND = 1420,
SPR_STATUE_COMPANY = 2632,
SPR_BOUGHT_LAND = 4790,
/* sprites for rail and rail stations*/
SPR_RAIL_SNOW_OFFSET = 26,
SPR_MONO_SNOW_OFFSET = 26,
SPR_MGLV_SNOW_OFFSET = 26,
SPR_RAIL_SINGLE_Y = 1005,
SPR_RAIL_SINGLE_X = 1006,
SPR_RAIL_SINGLE_NORTH = 1007,
SPR_RAIL_SINGLE_SOUTH = 1008,
SPR_RAIL_SINGLE_EAST = 1009,
SPR_RAIL_SINGLE_WEST = 1010,
SPR_RAIL_TRACK_Y = 1011,
SPR_RAIL_TRACK_X = 1012,
SPR_RAIL_TRACK_BASE = 1018,
SPR_RAIL_TRACK_N_S = 1035,
SPR_RAIL_TRACK_Y_SNOW = 1037,
SPR_RAIL_TRACK_X_SNOW = 1038,
SPR_RAIL_DEPOT_SE_1 = 1063,
SPR_RAIL_DEPOT_SE_2 = 1064,
SPR_RAIL_DEPOT_SW_1 = 1065,
SPR_RAIL_DEPOT_SW_2 = 1066,
SPR_RAIL_DEPOT_NE = 1067,
SPR_RAIL_DEPOT_NW = 1068,
SPR_RAIL_PLATFORM_Y_FRONT = 1069,
SPR_RAIL_PLATFORM_X_REAR = 1070,
SPR_RAIL_PLATFORM_Y_REAR = 1071,
SPR_RAIL_PLATFORM_X_FRONT = 1072,
SPR_RAIL_PLATFORM_BUILDING_X = 1073,
SPR_RAIL_PLATFORM_BUILDING_Y = 1074,
SPR_RAIL_PLATFORM_PILLARS_Y_FRONT = 1075,
SPR_RAIL_PLATFORM_PILLARS_X_REAR = 1076,
SPR_RAIL_PLATFORM_PILLARS_Y_REAR = 1077,
SPR_RAIL_PLATFORM_PILLARS_X_FRONT = 1078,
SPR_RAIL_ROOF_STRUCTURE_X_TILE_A = 1079, //First half of the roof structure
SPR_RAIL_ROOF_STRUCTURE_Y_TILE_A = 1080,
SPR_RAIL_ROOF_STRUCTURE_X_TILE_B = 1081, //Second half of the roof structure
SPR_RAIL_ROOF_STRUCTURE_Y_TILE_B = 1082,
SPR_RAIL_ROOF_GLASS_X_TILE_A = 1083, //First half of the roof glass
SPR_RAIL_ROOF_GLASS_Y_TILE_A = 1084,
SPR_RAIL_ROOF_GLASS_X_TILE_B = 1085, //second half of the roof glass
SPR_RAIL_ROOF_GLASS_Y_TILE_B = 1086,
SPR_MONO_SINGLE_Y = 1087,
SPR_MONO_SINGLE_X = 1088,
SPR_MONO_SINGLE_NORTH = 1089,
SPR_MONO_SINGLE_SOUTH = 1090,
SPR_MONO_SINGLE_EAST = 1091,
SPR_MONO_SINGLE_WEST = 1092,
SPR_MONO_TRACK_Y = 1093,
SPR_MONO_TRACK_BASE = 1100,
SPR_MONO_TRACK_N_S = 1117,
SPR_MGLV_SINGLE_Y = 1169,
SPR_MGLV_SINGLE_X = 1170,
SPR_MGLV_SINGLE_NORTH = 1171,
SPR_MGLV_SINGLE_SOUTH = 1172,
SPR_MGLV_SINGLE_EAST = 1173,
SPR_MGLV_SINGLE_WEST = 1174,
SPR_MGLV_TRACK_Y = 1175,
SPR_MGLV_TRACK_BASE = 1182,
SPR_MGLV_TRACK_N_S = 1199,
SPR_WAYPOINT_X_1 = SPR_OPENTTD_BASE + 15,
SPR_WAYPOINT_X_2 = SPR_OPENTTD_BASE + 16,
SPR_WAYPOINT_Y_1 = SPR_OPENTTD_BASE + 17,
SPR_WAYPOINT_Y_2 = SPR_OPENTTD_BASE + 18,
OFFSET_TILEH_IMPOSSIBLE = 0,
OFFSET_TILEH_1 = 14,
OFFSET_TILEH_2 = 15,
OFFSET_TILEH_3 = 22,
OFFSET_TILEH_4 = 13,
OFFSET_TILEH_6 = 21,
OFFSET_TILEH_7 = 17,
OFFSET_TILEH_8 = 12,
OFFSET_TILEH_9 = 23,
OFFSET_TILEH_11 = 18,
OFFSET_TILEH_12 = 20,
OFFSET_TILEH_13 = 19,
OFFSET_TILEH_14 = 16,
/* sprites for airports and airfields*/
/* Small airports are AIRFIELD, everything else is AIRPORT */
SPR_HELIPORT = 2633,
SPR_AIRPORT_APRON = 2634,
SPR_AIRPORT_AIRCRAFT_STAND = 2635,
SPR_AIRPORT_TAXIWAY_NS_WEST = 2636,
SPR_AIRPORT_TAXIWAY_EW_SOUTH = 2637,
SPR_AIRPORT_TAXIWAY_XING_SOUTH = 2638,
SPR_AIRPORT_TAXIWAY_XING_WEST = 2639,
SPR_AIRPORT_TAXIWAY_NS_CTR = 2640,
SPR_AIRPORT_TAXIWAY_XING_EAST = 2641,
SPR_AIRPORT_TAXIWAY_NS_EAST = 2642,
SPR_AIRPORT_TAXIWAY_EW_NORTH = 2643,
SPR_AIRPORT_TAXIWAY_EW_CTR = 2644,
SPR_AIRPORT_RUNWAY_EXIT_A = 2645,
SPR_AIRPORT_RUNWAY_EXIT_B = 2646,
SPR_AIRPORT_RUNWAY_EXIT_C = 2647,
SPR_AIRPORT_RUNWAY_EXIT_D = 2648,
SPR_AIRPORT_RUNWAY_END = 2649, //We should have different ends
SPR_AIRPORT_TERMINAL_A = 2650,
SPR_AIRPORT_TOWER = 2651,
SPR_AIRPORT_CONCOURSE = 2652,
SPR_AIRPORT_TERMINAL_B = 2653,
SPR_AIRPORT_TERMINAL_C = 2654,
SPR_AIRPORT_HANGAR_FRONT = 2655,
SPR_AIRPORT_HANGAR_REAR = 2656,
SPR_AIRFIELD_HANGAR_FRONT = 2657,
SPR_AIRFIELD_HANGAR_REAR = 2658,
SPR_AIRPORT_JETWAY_1 = 2659,
SPR_AIRPORT_JETWAY_2 = 2660,
SPR_AIRPORT_JETWAY_3 = 2661,
SPR_AIRPORT_PASSENGER_TUNNEL = 2662,
SPR_AIRPORT_FENCE_Y = 2663,
SPR_AIRPORT_FENCE_X = 2664,
SPR_AIRFIELD_TERM_A = 2665,
SPR_AIRFIELD_TERM_B = 2666,
SPR_AIRFIELD_TERM_C_GROUND = 2667,
SPR_AIRFIELD_TERM_C_BUILD = 2668,
SPR_AIRFIELD_APRON_A = 2669,
SPR_AIRFIELD_APRON_B = 2670,
SPR_AIRFIELD_APRON_C = 2671,
SPR_AIRFIELD_APRON_D = 2672,
SPR_AIRFIELD_RUNWAY_NEAR_END = 2673,
SPR_AIRFIELD_RUNWAY_MIDDLE = 2674,
SPR_AIRFIELD_RUNWAY_FAR_END = 2675,
SPR_AIRFIELD_WIND_1 = 2676,
SPR_AIRFIELD_WIND_2 = 2677,
SPR_AIRFIELD_WIND_3 = 2678,
SPR_AIRFIELD_WIND_4 = 2679,
SPR_AIRPORT_RADAR_1 = 2680,
SPR_AIRPORT_RADAR_2 = 2681,
SPR_AIRPORT_RADAR_3 = 2682,
SPR_AIRPORT_RADAR_4 = 2683,
SPR_AIRPORT_RADAR_5 = 2684,
SPR_AIRPORT_RADAR_6 = 2685,
SPR_AIRPORT_RADAR_7 = 2686,
SPR_AIRPORT_RADAR_8 = 2687,
SPR_AIRPORT_RADAR_9 = 2688,
SPR_AIRPORT_RADAR_A = 2689,
SPR_AIRPORT_RADAR_B = 2690,
SPR_AIRPORT_RADAR_C = 2691,
SPR_AIRPORT_HELIPAD = SPR_OPENTTD_BASE + 28,
/* Road Stops */
/* Road stops have a ground tile and 3 buildings, one on each side
* (except the side where the entry is). These are marked _A _B and _C */
SPR_BUS_STOP_NE_GROUND = 2692,
SPR_BUS_STOP_SE_GROUND = 2693,
SPR_BUS_STOP_SW_GROUND = 2694,
SPR_BUS_STOP_NW_GROUND = 2695,
SPR_BUS_STOP_NE_BUILD_A = 2696,
SPR_BUS_STOP_SE_BUILD_A = 2697,
SPR_BUS_STOP_SW_BUILD_A = 2698,
SPR_BUS_STOP_NW_BUILD_A = 2699,
SPR_BUS_STOP_NE_BUILD_B = 2700,
SPR_BUS_STOP_SE_BUILD_B = 2701,
SPR_BUS_STOP_SW_BUILD_B = 2702,
SPR_BUS_STOP_NW_BUILD_B = 2703,
SPR_BUS_STOP_NE_BUILD_C = 2704,
SPR_BUS_STOP_SE_BUILD_C = 2705,
SPR_BUS_STOP_SW_BUILD_C = 2706,
SPR_BUS_STOP_NW_BUILD_C = 2707,
SPR_TRUCK_STOP_NE_GROUND = 2708,
SPR_TRUCK_STOP_SE_GROUND = 2709,
SPR_TRUCK_STOP_SW_GROUND = 2710,
SPR_TRUCK_STOP_NW_GROUND = 2711,
SPR_TRUCK_STOP_NE_BUILD_A = 2712,
SPR_TRUCK_STOP_SE_BUILD_A = 2713,
SPR_TRUCK_STOP_SW_BUILD_A = 2714,
SPR_TRUCK_STOP_NW_BUILD_A = 2715,
SPR_TRUCK_STOP_NE_BUILD_B = 2716,
SPR_TRUCK_STOP_SE_BUILD_B = 2717,
SPR_TRUCK_STOP_SW_BUILD_B = 2718,
SPR_TRUCK_STOP_NW_BUILD_B = 2719,
SPR_TRUCK_STOP_NE_BUILD_C = 2720,
SPR_TRUCK_STOP_SE_BUILD_C = 2721,
SPR_TRUCK_STOP_SW_BUILD_C = 2722,
SPR_TRUCK_STOP_NW_BUILD_C = 2723,
/* Sprites for docks */
/* Docks consist of two tiles, the sloped one and the flat one */
SPR_DOCK_SLOPE_NE = 2727,
SPR_DOCK_SLOPE_SE = 2728,
SPR_DOCK_SLOPE_SW = 2729,
SPR_DOCK_SLOPE_NW = 2730,
SPR_DOCK_FLAT_X = 2731, //for NE and SW
SPR_DOCK_FLAT_Y = 2732, //for NW and SE
SPR_BUOY = 4076, //XXX this sucks, because it displays wrong stuff on canals
/* Sprites for road */
SPR_ROAD_Y = 1332,
SPR_ROAD_X = 1333,
SPR_ROAD_Y_SNOW = 1351,
SPR_ROAD_X_SNOW = 1352,
SPR_EXCAVATION_X = 1414,
SPR_EXCAVATION_Y = 1415,
/* Landscape sprites */
SPR_FLAT_BARE_LAND = 3924,
SPR_FLAT_1_THIRD_GRASS_TILE = 3943,
SPR_FLAT_2_THIRD_GRASS_TILE = 3962,
SPR_FLAT_GRASS_TILE = 3981,
SPR_FLAT_ROUGH_LAND = 4000,
SPR_FLAT_ROUGH_LAND_1 = 4019,
SPR_FLAT_ROUGH_LAND_2 = 4020,
SPR_FLAT_ROUGH_LAND_3 = 4021,
SPR_FLAT_ROUGH_LAND_4 = 4022,
SPR_FLAT_ROCKY_LAND_1 = 4023,
SPR_FLAT_ROCKY_LAND_2 = 4042,
SPR_FLAT_WATER_TILE = 4061,
SPR_FLAT_1_QUART_SNOWY_TILE = 4493,
SPR_FLAT_2_QUART_SNOWY_TILE = 4512,
SPR_FLAT_3_QUART_SNOWY_TILE = 4531,
SPR_FLAT_SNOWY_TILE = 4550,
/* Hedge, Farmland-fence sprites */
SPR_HEDGE_BUSHES = 4090,
SPR_HEDGE_BUSHES_WITH_GATE = 4096,
SPR_HEDGE_FENCE = 4102,
SPR_HEDGE_BLOOMBUSH_YELLOW = 4108,
SPR_HEDGE_BLOOMBUSH_RED = 4114,
SPR_HEDGE_STONE = 4120,
/* Farmland sprites, only flat tiles listed, various stages */
SPR_FARMLAND_BARE = 4126,
SPR_FARMLAND_STATE_1 = 4145,
SPR_FARMLAND_STATE_2 = 4164,
SPR_FARMLAND_STATE_3 = 4183,
SPR_FARMLAND_STATE_4 = 4202,
SPR_FARMLAND_STATE_5 = 4221,
SPR_FARMLAND_STATE_6 = 4240,
SPR_FARMLAND_STATE_7 = 4259,
SPR_FARMLAND_HAYPACKS = 4278,
/* Shores */
SPR_NO_SHORE = 0, //used for tileh which have no shore
SPR_SHORE_TILEH_4 = 4062,
SPR_SHORE_TILEH_1 = 4063,
SPR_SHORE_TILEH_2 = 4064,
SPR_SHORE_TILEH_8 = 4065,
SPR_SHORE_TILEH_6 = 4066,
SPR_SHORE_TILEH_12 = 4067,
SPR_SHORE_TILEH_3 = 4068,
SPR_SHORE_TILEH_9 = 4069,
/* Water-related sprites */
SPR_SHIP_DEPOT_SE_FRONT = 4070,
SPR_SHIP_DEPOT_SW_FRONT = 4071,
SPR_SHIP_DEPOT_NW = 4072,
SPR_SHIP_DEPOT_NE = 4073,
SPR_SHIP_DEPOT_SE_REAR = 4074,
SPR_SHIP_DEPOT_SW_REAR = 4075,
//here come sloped water sprites
SPR_WATER_SLOPE_Y_UP = SPR_CANALS_BASE + 5, //Water flowing negative Y direction
SPR_WATER_SLOPE_X_DOWN = SPR_CANALS_BASE + 6, //positive X
SPR_WATER_SLOPE_X_UP = SPR_CANALS_BASE + 7, //negative X
SPR_WATER_SLOPE_Y_DOWN = SPR_CANALS_BASE + 8, //positive Y
//sprites for the shiplifts
//there are 4 kinds of shiplifts, each of them is 3 tiles long.
//the four kinds are running in the X and Y direction and
//are "lowering" either in the "+" or the "-" direction.
//the three tiles are the center tile (where the slope is)
//and a bottom and a top tile
SPR_SHIPLIFT_Y_UP_CENTER_REAR = SPR_CANALS_BASE + 9,
SPR_SHIPLIFT_X_DOWN_CENTER_REAR = SPR_CANALS_BASE + 10,
SPR_SHIPLIFT_X_UP_CENTER_REAR = SPR_CANALS_BASE + 11,
SPR_SHIPLIFT_Y_DOWN_CENTER_REAR = SPR_CANALS_BASE + 12,
SPR_SHIPLIFT_Y_UP_CENTER_FRONT = SPR_CANALS_BASE + 13,
SPR_SHIPLIFT_X_DOWN_CENTER_FRONT = SPR_CANALS_BASE + 14,
SPR_SHIPLIFT_X_UP_CENTER_FRONT = SPR_CANALS_BASE + 15,
SPR_SHIPLIFT_Y_DOWN_CENTER_FRONT = SPR_CANALS_BASE + 16,
SPR_SHIPLIFT_Y_UP_BOTTOM_REAR = SPR_CANALS_BASE + 17,
SPR_SHIPLIFT_X_DOWN_BOTTOM_REAR = SPR_CANALS_BASE + 18,
SPR_SHIPLIFT_X_UP_BOTTOM_REAR = SPR_CANALS_BASE + 19,
SPR_SHIPLIFT_Y_DOWN_BOTTOM_REAR = SPR_CANALS_BASE + 20,
SPR_SHIPLIFT_Y_UP_BOTTOM_FRONT = SPR_CANALS_BASE + 21,
SPR_SHIPLIFT_X_DOWN_BOTTOM_FRONT = SPR_CANALS_BASE + 22,
SPR_SHIPLIFT_X_UP_BOTTOM_FRONT = SPR_CANALS_BASE + 23,
SPR_SHIPLIFT_Y_DOWN_BOTTOM_FRONT = SPR_CANALS_BASE + 24,
SPR_SHIPLIFT_Y_UP_TOP_REAR = SPR_CANALS_BASE + 25,
SPR_SHIPLIFT_X_DOWN_TOP_REAR = SPR_CANALS_BASE + 26,
SPR_SHIPLIFT_X_UP_TOP_REAR = SPR_CANALS_BASE + 27,
SPR_SHIPLIFT_Y_DOWN_TOP_REAR = SPR_CANALS_BASE + 28,
SPR_SHIPLIFT_Y_UP_TOP_FRONT = SPR_CANALS_BASE + 29,
SPR_SHIPLIFT_X_DOWN_TOP_FRONT = SPR_CANALS_BASE + 30,
SPR_SHIPLIFT_X_UP_TOP_FRONT = SPR_CANALS_BASE + 31,
SPR_SHIPLIFT_Y_DOWN_TOP_FRONT = SPR_CANALS_BASE + 32,
/* Sprites for tunnels and bridges */
SPR_TUNNEL_ENTRY_REAR_RAIL = 2365,
SPR_TUNNEL_ENTRY_REAR_MONO = 2373,
SPR_TUNNEL_ENTRY_REAR_MAGLEV = 2381,
SPR_TUNNEL_ENTRY_REAR_ROAD = 2389,
/* Level crossings */
SPR_CROSSING_OFF_X_RAIL = 1370,
SPR_CROSSING_OFF_X_MONO = 1382,
SPR_CROSSING_OFF_X_MAGLEV = 1394,
/* bridge type sprites */
SPR_PILLARS_BASE = SPR_OPENTTD_BASE + 30,
/* Wooden bridge (type 0) */
SPR_BTWDN_RAIL_Y_REAR = 2545,
SPR_BTWDN_RAIL_X_REAR = 2546,
SPR_BTWDN_ROAD_Y_REAR = 2547,
SPR_BTWDN_ROAD_X_REAR = 2548,
SPR_BTWDN_Y_FRONT = 2549,
SPR_BTWDN_X_FRONT = 2550,
SPR_BTWDN_Y_PILLAR = 2551,
SPR_BTWDN_X_PILLAR = 2552,
SPR_BTWDN_MONO_Y_REAR = 4361,
SPR_BTWDN_MONO_X_REAR = 4362,
SPR_BTWDN_MGLV_Y_REAR = 4400,
SPR_BTWDN_MGLV_X_REAR = 4401,
/* ramps */
SPR_BTWDN_ROAD_RAMP_Y_DOWN = 2529,
SPR_BTWDN_ROAD_RAMP_X_DOWN = 2530,
SPR_BTWDN_ROAD_RAMP_X_UP = 2531, //for some weird reason the order is swapped
SPR_BTWDN_ROAD_RAMP_Y_UP = 2532, //between X and Y.
SPR_BTWDN_ROAD_Y_SLOPE_UP = 2533,
SPR_BTWDN_ROAD_X_SLOPE_UP = 2534,
SPR_BTWDN_ROAD_Y_SLOPE_DOWN = 2535,
SPR_BTWDN_ROAD_X_SLOPE_DOWN = 2536,
SPR_BTWDN_RAIL_RAMP_Y_DOWN = 2537,
SPR_BTWDN_RAIL_RAMP_X_DOWN = 2538,
SPR_BTWDN_RAIL_RAMP_X_UP = 2539, //for some weird reason the order is swapped
SPR_BTWDN_RAIL_RAMP_Y_UP = 2540, //between X and Y.
SPR_BTWDN_RAIL_Y_SLOPE_UP = 2541,
SPR_BTWDN_RAIL_X_SLOPE_UP = 2542,
SPR_BTWDN_RAIL_Y_SLOPE_DOWN = 2543,
SPR_BTWDN_RAIL_X_SLOPE_DOWN = 2544,
SPR_BTWDN_MONO_RAMP_Y_DOWN = 4352,
SPR_BTWDN_MONO_RAMP_X_DOWN = 4353,
SPR_BTWDN_MONO_RAMP_X_UP = 4354, //for some weird reason the order is swapped
SPR_BTWDN_MONO_RAMP_Y_UP = 4355, //between X and Y.
SPR_BTWDN_MONO_Y_SLOPE_UP = 4356,
SPR_BTWDN_MONO_X_SLOPE_UP = 4357,
SPR_BTWDN_MONO_Y_SLOPE_DOWN = 4358,
SPR_BTWDN_MONO_X_SLOPE_DOWN = 4359,
SPR_BTWDN_MGLV_RAMP_Y_DOWN = 4392,
SPR_BTWDN_MGLV_RAMP_X_DOWN = 4393,
SPR_BTWDN_MGLV_RAMP_X_UP = 4394, //for some weird reason the order is swapped
SPR_BTWDN_MGLV_RAMP_Y_UP = 4395, //between X and Y.
SPR_BTWDN_MGLV_Y_SLOPE_UP = 4396,
SPR_BTWDN_MGLV_X_SLOPE_UP = 4397,
SPR_BTWDN_MGLV_Y_SLOPE_DOWN = 4398,
SPR_BTWDN_MGLV_X_SLOPE_DOWN = 4399,
/* Steel Girder with arches */
/* BTSGA == Bridge Type Steel Girder Arched */
/* This is bridge type number 2 */
SPR_BTSGA_RAIL_X_REAR = 2499,
SPR_BTSGA_RAIL_Y_REAR = 2500,
SPR_BTSGA_ROAD_X_REAR = 2501,
SPR_BTSGA_ROAD_Y_REAR = 2502,
SPR_BTSGA_X_FRONT = 2503,
SPR_BTSGA_Y_FRONT = 2504,
SPR_BTSGA_X_PILLAR = 2505,
SPR_BTSGA_Y_PILLAR = 2606,
SPR_BTSGA_MONO_X_REAR = 4324,
SPR_BTSGA_MONO_Y_REAR = 4325,
SPR_BTSGA_MGLV_X_REAR = 4364,
SPR_BTSGA_MGLV_Y_REAR = 4365,
/* BTSUS == Suspension bridge */
/* TILE_* denotes the different tiles a suspension bridge
can have
TILE_A and TILE_B are the "beginnings" and "ends" of the
suspension system. they have small rectangluar endcaps
TILE_C and TILE_D look almost identical to TILE_A and
TILE_B, but they do not have the "endcaps". They form the
middle part
TILE_E is a condensed configuration of two pillars. while they
are usually 2 pillars apart, they only have 1 pillar separation
here
TILE_F is an extended configuration of pillars. they are
plugged in when pillars should be 3 tiles apart
*/
SPR_BTSUS_ROAD_Y_REAR_TILE_A = 2453,
SPR_BTSUS_ROAD_Y_REAR_TILE_B = 2454,
SPR_BTSUS_Y_FRONT_TILE_A = 2455,
SPR_BTSUS_Y_FRONT_TILE_B = 2456,
SPR_BTSUS_ROAD_Y_REAR_TILE_D = 2457,
SPR_BTSUS_ROAD_Y_REAR_TILE_C = 2458,
SPR_BTSUS_Y_FRONT_TILE_D = 2459,
SPR_BTSUS_Y_FRONT_TILE_C = 2460,
SPR_BTSUS_ROAD_X_REAR_TILE_A = 2461,
SPR_BTSUS_ROAD_X_REAR_TILE_B = 2462,
SPR_BTSUS_X_FRONT_TILE_A = 2463,
SPR_BTSUS_X_FRONT_TILE_B = 2464,
SPR_BTSUS_ROAD_X_TILE_D = 2465,
SPR_BTSUS_ROAD_X_TILE_C = 2466,
SPR_BTSUS_X_FRONT_TILE_D = 2467,
SPR_BTSUS_X_FRONT_TILE_C = 2468,
SPR_BTSUS_RAIL_Y_REAR_TILE_A = 2469,
SPR_BTSUS_RAIL_Y_REAR_TILE_B = 2470,
SPR_BTSUS_RAIL_Y_REAR_TILE_D = 2471,
SPR_BTSUS_RAIL_Y_REAR_TILE_C = 2472,
SPR_BTSUS_RAIL_X_REAR_TILE_A = 2473,
SPR_BTSUS_RAIL_X_REAR_TILE_B = 2474,
SPR_BTSUS_RAIL_X_REAR_TILE_D = 2475,
SPR_BTSUS_RAIL_X_REAR_TILE_C = 2476,
SPR_BTSUS_Y_PILLAR_TILE_A = 2477,
SPR_BTSUS_Y_PILLAR_TILE_B = 2478,
SPR_BTSUS_Y_PILLAR_TILE_D = 2479,
SPR_BTSUS_Y_PILLAR_TILE_C = 2480,
SPR_BTSUS_X_PILLAR_TILE_A = 2481,
SPR_BTSUS_X_PILLAR_TILE_B = 2482,
SPR_BTSUS_X_PILLAR_TILE_D = 2483,
SPR_BTSUS_X_PILLAR_TILE_C = 2484,
SPR_BTSUS_RAIL_Y_REAR_TILE_E = 2485,
SPR_BTSUS_RAIL_X_REAR_TILE_E = 2486,
SPR_BTSUS_ROAD_Y_REAR_TILE_E = 2487,
SPR_BTSUS_ROAD_X_REAR_TILE_E = 2488,
SPR_BTSUS_Y_FRONT_TILE_E = 2489,
SPR_BTSUS_X_FRONT_TILE_E = 2490,
SPR_BTSUS_Y_PILLAR_TILE_E = 2491,
SPR_BTSUS_X_PILLAR_TILE_E = 2492,
SPR_BTSUS_RAIL_X_REAR_TILE_F = 2493,
SPR_BTSUS_RAIL_Y_REAR_TILE_F = 2494,
SPR_BTSUS_ROAD_X_REAR_TILE_F = 2495,
SPR_BTSUS_ROAD_Y_REAR_TILE_F = 2496,
SPR_BTSUS_Y_FRONT = 2497,
SPR_BTSUS_X_FRONT = 2498,
SPR_BTSUS_MONO_Y_REAR_TILE_A = 4334,
SPR_BTSUS_MONO_Y_REAR_TILE_B = 4335,
SPR_BTSUS_MONO_Y_REAR_TILE_D = 4336,
SPR_BTSUS_MONO_Y_REAR_TILE_C = 4337,
SPR_BTSUS_MONO_X_REAR_TILE_A = 4338,
SPR_BTSUS_MONO_X_REAR_TILE_B = 4339,
SPR_BTSUS_MONO_X_REAR_TILE_D = 4340,
SPR_BTSUS_MONO_X_REAR_TILE_C = 4341,
SPR_BTSUS_MONO_Y_REAR_TILE_E = 4342,
SPR_BTSUS_MONO_X_REAR_TILE_E = 4343,
SPR_BTSUS_MONO_X_REAR_TILE_F = 4344,
SPR_BTSUS_MONO_Y_REAR_TILE_F = 4345,
SPR_BTSUS_MGLV_Y_REAR_TILE_A = 4374,
SPR_BTSUS_MGLV_Y_REAR_TILE_B = 4375,
SPR_BTSUS_MGLV_Y_REAR_TILE_D = 4376,
SPR_BTSUS_MGLV_Y_REAR_TILE_C = 4377,
SPR_BTSUS_MGLV_X_REAR_TILE_A = 4378,
SPR_BTSUS_MGLV_X_REAR_TILE_B = 4379,
SPR_BTSUS_MGLV_X_REAR_TILE_D = 4380,
SPR_BTSUS_MGLV_X_REAR_TILE_C = 4381,
SPR_BTSUS_MGLV_Y_REAR_TILE_E = 4382,
SPR_BTSUS_MGLV_X_REAR_TILE_E = 4383,
SPR_BTSUS_MGLV_X_REAR_TILE_F = 4384,
SPR_BTSUS_MGLV_Y_REAR_TILE_F = 4385,
/* cantilever bridges */
/* They have three different kinds of tiles:
* END(ing), MID(dle), BEG(ginning) */
SPR_BTCAN_RAIL_X_BEG = 2507,
SPR_BTCAN_RAIL_X_MID = 2508,
SPR_BTCAN_RAIL_X_END = 2509,
SPR_BTCAN_RAIL_Y_END = 2510,
SPR_BTCAN_RAIL_Y_MID = 2511,
SPR_BTCAN_RAIL_Y_BEG = 2512,
SPR_BTCAN_ROAD_X_BEG = 2513,
SPR_BTCAN_ROAD_X_MID = 2514,
SPR_BTCAN_ROAD_X_END = 2515,
SPR_BTCAN_ROAD_Y_END = 2516,
SPR_BTCAN_ROAD_Y_MID = 2517,
SPR_BTCAN_ROAD_Y_BEG = 2518,
SPR_BTCAN_X_FRONT_BEG = 2519,
SPR_BTCAN_X_FRONT_MID = 2520,
SPR_BTCAN_X_FRONT_END = 2521,
SPR_BTCAN_Y_FRONT_END = 2522,
SPR_BTCAN_Y_FRONT_MID = 2523,
SPR_BTCAN_Y_FRONT_BEG = 2524,
SPR_BTCAN_X_PILLAR_BEG = 2525,
SPR_BTCAN_X_PILLAR_MID = 2526,
SPR_BTCAN_Y_PILLAR_MID = 2527,
SPR_BTCAN_Y_PILLAR_BEG = 2528,
SPR_BTCAN_MONO_X_BEG = 4346,
SPR_BTCAN_MONO_X_MID = 4347,
SPR_BTCAN_MONO_X_END = 4348,
SPR_BTCAN_MONO_Y_END = 4349,
SPR_BTCAN_MONO_Y_MID = 4350,
SPR_BTCAN_MONO_Y_BEG = 4351,
SPR_BTCAN_MGLV_X_BEG = 4386,
SPR_BTCAN_MGLV_X_MID = 4387,
SPR_BTCAN_MGLV_X_END = 4388,
SPR_BTCAN_MGLV_Y_END = 4389,
SPR_BTCAN_MGLV_Y_MID = 4390,
SPR_BTCAN_MGLV_Y_BEG = 4391,
/* little concrete bridge */
SPR_BTCON_RAIL_X = 2493,
SPR_BTCON_RAIL_Y = 2494,
SPR_BTCON_ROAD_X = 2495,
SPR_BTCON_ROAD_Y = 2496,
SPR_BTCON_X_FRONT = 2497,
SPR_BTCON_Y_FRONT = 2498,
SPR_BTCON_X_PILLAR = 2505,
SPR_BTCON_Y_PILLAR = 2506,
SPR_BTCON_MONO_X = 4344,
SPR_BTCON_MONO_Y = 4345,
SPR_BTCON_MGLV_X = 4384,
SPR_BTCON_MGLV_Y = 4385,
/* little steel girder bridge */
SPR_BTGIR_RAIL_X = 2553,
SPR_BTGIR_RAIL_Y = 2554,
SPR_BTGIR_ROAD_X = 2555,
SPR_BTGIR_ROAD_Y = 2556,
SPR_BTGIR_X_FRONT = 2557,
SPR_BTGIR_Y_FRONT = 2558,
SPR_BTGIR_X_PILLAR = 2505,
SPR_BTGIR_Y_PILLAR = 2506,
SPR_BTGIR_MONO_X = 4362,
SPR_BTGIR_MONO_Y = 4363,
SPR_BTGIR_MGLV_X = 4402,
SPR_BTGIR_MGLV_Y = 4403,
/* tubular bridges */
/* tubular bridges have 3 kinds of tiles:
a start tile (with only half a tube on the far side, marked _BEG
a middle tile (full tunnel), marked _MID
and an end tile (half a tube on the near side, maked _END
*/
SPR_BTTUB_X_FRONT_BEG = 2559,
SPR_BTTUB_X_FRONT_MID = 2660,
SPR_BTTUB_X_FRONT_END = 2561,
SPR_BTTUB_Y_FRONT_END = 2562,
SPR_BTTUB_Y_FRONT_MID = 2563,
SPR_BTTUB_Y_FRONT_BEG = 2564,
SPR_BTTUB_X_RAIL_REAR_BEG = 2569,
SPR_BTTUB_X_RAIL_REAR_MID = 2570,
SPR_BTTUB_X_RAIL_REAR_END = 2571,
/* ramps (for all bridges except wood and tubular?)*/
SPR_BTGEN_RAIL_X_SLOPE_DOWN = 2437,
SPR_BTGEN_RAIL_X_SLOPE_UP = 2438,
SPR_BTGEN_RAIL_Y_SLOPE_DOWN = 2439,
SPR_BTGEN_RAIL_Y_SLOPE_UP = 2440,
SPR_BTGEN_RAIL_RAMP_X_UP = 2441,
SPR_BTGEN_RAIL_RAMP_X_DOWN = 2442,
SPR_BTGEN_RAIL_RAMP_Y_UP = 2443,
SPR_BTGEN_RAIL_RAMP_Y_DOWN = 2444,
SPR_BTGEN_ROAD_X_SLOPE_DOWN = 2445,
SPR_BTGEN_ROAD_X_SLOPE_UP = 2446,
SPR_BTGEN_ROAD_Y_SLOPE_DOWN = 2447,
SPR_BTGEN_ROAD_Y_SLOPE_UP = 2448,
SPR_BTGEN_ROAD_RAMP_X_UP = 2449,
SPR_BTGEN_ROAD_RAMP_X_DOWN = 2450,
SPR_BTGEN_ROAD_RAMP_Y_UP = 2451,
SPR_BTGEN_ROAD_RAMP_Y_DOWN = 2452,
SPR_BTGEN_MONO_X_SLOPE_DOWN = 4326,
SPR_BTGEN_MONO_X_SLOPE_UP = 4327,
SPR_BTGEN_MONO_Y_SLOPE_DOWN = 4328,
SPR_BTGEN_MONO_Y_SLOPE_UP = 4329,
SPR_BTGEN_MONO_RAMP_X_UP = 4330,
SPR_BTGEN_MONO_RAMP_X_DOWN = 4331,
SPR_BTGEN_MONO_RAMP_Y_UP = 4332,
SPR_BTGEN_MONO_RAMP_Y_DOWN = 4333,
SPR_BTGEN_MGLV_X_SLOPE_DOWN = 4366,
SPR_BTGEN_MGLV_X_SLOPE_UP = 4367,
SPR_BTGEN_MGLV_Y_SLOPE_DOWN = 4368,
SPR_BTGEN_MGLV_Y_SLOPE_UP = 4369,
SPR_BTGEN_MGLV_RAMP_X_UP = 4370,
SPR_BTGEN_MGLV_RAMP_X_DOWN = 4371,
SPR_BTGEN_MGLV_RAMP_Y_UP = 4372,
SPR_BTGEN_MGLV_RAMP_Y_DOWN = 4373,
/* Vehicle sprite-flags (red/green) */
SPR_FLAG_VEH_STOPPED = 3090,
SPR_FLAG_VEH_RUNNING = 3091,
/* Rotor sprite numbers */
SPR_ROTOR_STOPPED = 3901,
SPR_ROTOR_MOVING_1 = 3902,
SPR_ROTOR_MOVING_3 = 3904,
/* Town/house sprites */
SPR_LIFT = 1443,
//used in town_land.h
//CNST1..3 = Those are the different stages of construction
//The last 2 hexas correspond to the type of building it represent, if any
SPR_CNST1_TALLOFFICE_00 = 1421,
SPR_CNST2_TALLOFFICE_00 = 1422,
SPR_CNST3_TALLOFFICE_00 = 1423,
SPR_GROUND_TALLOFFICE_00 = 1424,
SPR_BUILD_TALLOFFICE_00 = 1425, //temperate
SPR_CNST1_OFFICE_01 = 1426,
SPR_CNST2_OFFICE_01 = 1427,
SPR_BUILD_OFFICE_01 = 1428, //temperate
SPR_GROUND_OFFICE_01 = 1429,
SPR_CNST1_SMLBLCKFLATS_02 = 1430, //Small Block of Flats
SPR_CNST2_SMLBLCKFLATS_02 = 1431,
SPR_BUILD_SMLBLCKFLATS_02 = 1432, //temperate
SPR_GROUND_SMLBLCKFLATS_02 = 1433,
SPR_CNST1_TEMPCHURCH = 1434,
SPR_CNST2_TEMPCHURCH = 1435,
SPR_BUILD_TEMPCHURCH = 1436,
SPR_GROUND_TEMPCHURCH = 1437,
SPR_CNST1_LARGEOFFICE_04 = 1440,
SPR_CNST2_LARGEOFFICE_04 = 1441,
SPR_BUILD_LARGEOFFICE_04 = 1442, // temperate, sub-arctic, subtropical
SPR_BUILD_LARGEOFFICE_04_SNOW = 4569, // same, with snow
// These are in fact two houses for the same houseID. so V1 and V2
SPR_CNST1_TOWNHOUSE_06_V1 = 1444,
SPR_CNST2_TOWNHOUSE_06_V1 = 1445,
SPR_BUILD_TOWNHOUSE_06_V1 = 1446, // 1st variation
SPR_GRND_TOWNHOUSE_06_V1 = 1447,
SPR_CNST1_TOWNHOUSE_06_V2 = 1501, // used as ground, but is stage1
SPR_CNST1_TOWNHOUSE_06_V2_P = 1502, // pipes extensions for previous
SPR_CNST2_TOWNHOUSE_06_V2_G = 1503, // Ground of cnst stage 2
SPR_CNST2_TOWNHOUSE_06_V2 = 1504, // real cnst stage 2
SPR_GRND_TOWNHOUSE_06_V2 = 1505,
SPR_BUILD_TOWNHOUSE_06_V2 = 1506, // 2nd variation
SPR_CNST1_HOTEL_07_NW = 1448,
SPR_CNST2_HOTEL_07_NW = 1449,
SPR_BUILD_HOTEL_07_NW = 1450,
SPR_CNST1_HOTEL_07_SE = 1451,
SPR_CNST2_HOTEL_07_SE = 1452,
SPR_BUILD_HOTEL_07_SE = 1453,
SPR_STATUE_HORSERIDER_09 = 1454,
SPR_FOUNTAIN_0A = 1455,
SPR_PARKSTATUE_0B = 1456,
SPR_PARKALLEY_0C = 1457,
SPR_CNST1_OFFICE_0D = 1458,
SPR_CNST2_OFFICE_0D = 1459,
SPR_BUILD_OFFICE_0D = 1460,
SPR_CNST1_SHOPOFFICE_0E = 1461,
SPR_CNST2_SHOPOFFICE_0E = 1462,
SPR_BUILD_SHOPOFFICE_0E = 1463,
SPR_CNST1_SHOPOFFICE_0F = 1464,
SPR_CNST2_SHOPOFFICE_0F = 1465,
SPR_BUILD_SHOPOFFICE_0F = 1466,
/* Easter egg/disaster sprites */
SPR_BLIMP = 3905, // Zeppelin
SPR_BLIMP_CRASHING = 3906,
SPR_BLIMP_CRASHED = 3907,
SPR_UFO_SMALL_SCOUT = 3908, // XCOM - UFO Defense
SPR_UFO_SMALL_SCOUT_DARKER = 3909,
SPR_SUB_SMALL_NE = 3910, // Silent Service
SPR_SUB_SMALL_SE = 3911,
SPR_SUB_SMALL_SW = 3912,
SPR_SUB_SMALL_NW = 3913,
SPR_SUB_LARGE_NE = 3914,
SPR_SUB_LARGE_SE = 3915,
SPR_SUB_LARGE_SW = 3916,
SPR_SUB_LARGE_NW = 3917,
SPR_F_15 = 3918, // F-15 Strike Eagle
SPR_F_15_FIRING = 3919,
SPR_UFO_HARVESTER = 3920, // XCOM - UFO Defense
SPR_XCOM_SKYRANGER = 3921,
SPR_AH_64A = 3922, // Gunship
SPR_AH_64A_FIRING = 3923,
/* main_gui.c */
SPR_IMG_TERRAFORM_UP = 694,
SPR_IMG_TERRAFORM_DOWN = 695,
SPR_IMG_DYNAMITE = 703,
SPR_IMG_ROCKS = 4084,
SPR_IMG_LIGHTHOUSE_DESERT = 4085, // XXX - is Desert image on the desert-climate
SPR_IMG_TRANSMITTER = 4086,
SPR_IMG_LEVEL_LAND = SPR_OPENTTD_BASE + 61,
SPR_IMG_BUILD_CANAL = SPR_OPENTTD_BASE + 58,
SPR_IMG_BUILD_LOCK = SPR_CANALS_BASE + 69,
SPR_IMG_PLACE_SIGN = SPR_OPENTTD_BASE + 63,
SPR_IMG_PAUSE = 726,
SPR_IMG_FASTFORWARD = SPR_OPENTTD_BASE + 54,
SPR_IMG_SETTINGS = 751,
SPR_IMG_SAVE = 724,
SPR_IMG_SMALLMAP = 708,
SPR_IMG_TOWN = 4077,
SPR_IMG_SUBSIDIES = 679,
SPR_IMG_COMPANY_LIST = 1299,
SPR_IMG_COMPANY_FINANCE = 737,
SPR_IMG_COMPANY_GENERAL = 743,
SPR_IMG_GRAPHS = 745,
SPR_IMG_COMPANY_LEAGUE = 684,
SPR_IMG_SHOW_COUNTOURS = 738,
SPR_IMG_SHOW_VEHICLES = 739,
SPR_IMG_SHOW_ROUTES = 740,
SPR_IMG_INDUSTRY = 741,
SPR_IMG_PLANTTREES = 742,
SPR_IMG_TRAINLIST = 731,
SPR_IMG_TRUCKLIST = 732,
SPR_IMG_SHIPLIST = 733,
SPR_IMG_AIRPLANESLIST = 734,
SPR_IMG_ZOOMIN = 735,
SPR_IMG_ZOOMOUT = 736,
SPR_IMG_BUILDRAIL = 727,
SPR_IMG_BUILDROAD = 728,
SPR_IMG_BUILDWATER = 729,
SPR_IMG_BUILDAIR = 730,
SPR_IMG_LANDSCAPING = 4083,
SPR_IMG_MUSIC = 713,
SPR_IMG_MESSAGES = 680,
SPR_IMG_QUERY = 723,
SPR_IMG_SIGN = 4082,
SPR_IMG_BUY_LAND = 4791,
/* OPEN TRANSPORT TYCOON in gamescreen */
SPR_OTTD_O = 4842,
SPR_OTTD_P = 4841,
SPR_OTTD_E = SPR_OPENTTD_BASE + 13,
SPR_OTTD_D = SPR_OPENTTD_BASE + 14,
SPR_OTTD_N = 4839,
SPR_OTTD_T = 4836,
SPR_OTTD_R = 4837,
SPR_OTTD_A = 4838,
SPR_OTTD_S = 4840,
SPR_OTTD_Y = 4843,
SPR_OTTD_C = 4844,
SPR_HIGHSCORE_CHART_BEGIN = 4804,
SPR_TYCOON_IMG1_BEGIN = 4814,
SPR_TYCOON_IMG2_BEGIN = 4824,
/* Effect vehciles */
SPR_BULLDOZER_NE = 1416,
SPR_BULLDOZER_SE = 1417,
SPR_BULLDOZER_SW = 1418,
SPR_BULLDOZER_NW = 1419,
SPR_SMOKE_0 = 2040,
SPR_SMOKE_1 = 2041,
SPR_SMOKE_2 = 2042,
SPR_SMOKE_3 = 2043,
SPR_SMOKE_4 = 2044,
SPR_DIESEL_SMOKE_0 = 3073,
SPR_DIESEL_SMOKE_1 = 3074,
SPR_DIESEL_SMOKE_2 = 3075,
SPR_DIESEL_SMOKE_3 = 3076,
SPR_DIESEL_SMOKE_4 = 3077,
SPR_DIESEL_SMOKE_5 = 3078,
SPR_STEAM_SMOKE_0 = 3079,
SPR_STEAM_SMOKE_1 = 3080,
SPR_STEAM_SMOKE_2 = 3081,
SPR_STEAM_SMOKE_3 = 3082,
SPR_STEAM_SMOKE_4 = 3083,
SPR_ELECTRIC_SPARK_0 = 3084,
SPR_ELECTRIC_SPARK_1 = 3085,
SPR_ELECTRIC_SPARK_2 = 3086,
SPR_ELECTRIC_SPARK_3 = 3087,
SPR_ELECTRIC_SPARK_4 = 3088,
SPR_ELECTRIC_SPARK_5 = 3089,
SPR_CHIMNEY_SMOKE_0 = 3701,
SPR_CHIMNEY_SMOKE_1 = 3702,
SPR_CHIMNEY_SMOKE_2 = 3703,
SPR_CHIMNEY_SMOKE_3 = 3704,
SPR_CHIMNEY_SMOKE_4 = 3705,
SPR_CHIMNEY_SMOKE_5 = 3706,
SPR_CHIMNEY_SMOKE_6 = 3707,
SPR_CHIMNEY_SMOKE_7 = 3708,
SPR_EXPLOSION_LARGE_0 = 3709,
SPR_EXPLOSION_LARGE_1 = 3710,
SPR_EXPLOSION_LARGE_2 = 3711,
SPR_EXPLOSION_LARGE_3 = 3712,
SPR_EXPLOSION_LARGE_4 = 3713,
SPR_EXPLOSION_LARGE_5 = 3714,
SPR_EXPLOSION_LARGE_6 = 3715,
SPR_EXPLOSION_LARGE_7 = 3716,
SPR_EXPLOSION_LARGE_8 = 3717,
SPR_EXPLOSION_LARGE_9 = 3718,
SPR_EXPLOSION_LARGE_A = 3719,
SPR_EXPLOSION_LARGE_B = 3720,
SPR_EXPLOSION_LARGE_C = 3721,
SPR_EXPLOSION_LARGE_D = 3722,
SPR_EXPLOSION_LARGE_E = 3723,
SPR_EXPLOSION_LARGE_F = 3724,
SPR_EXPLOSION_SMALL_0 = 3725,
SPR_EXPLOSION_SMALL_1 = 3726,
SPR_EXPLOSION_SMALL_2 = 3727,
SPR_EXPLOSION_SMALL_3 = 3728,
SPR_EXPLOSION_SMALL_4 = 3729,
SPR_EXPLOSION_SMALL_5 = 3730,
SPR_EXPLOSION_SMALL_6 = 3731,
SPR_EXPLOSION_SMALL_7 = 3732,
SPR_EXPLOSION_SMALL_8 = 3733,
SPR_EXPLOSION_SMALL_9 = 3734,
SPR_EXPLOSION_SMALL_A = 3735,
SPR_EXPLOSION_SMALL_B = 3736,
SPR_BREAKDOWN_SMOKE_0 = 3737,
SPR_BREAKDOWN_SMOKE_1 = 3738,
SPR_BREAKDOWN_SMOKE_2 = 3739,
SPR_BREAKDOWN_SMOKE_3 = 3740,
SPR_BUBBLE_0 = 4748,
SPR_BUBBLE_1 = 4749,
SPR_BUBBLE_2 = 4750,
SPR_BUBBLE_GENERATE_0 = 4751,
SPR_BUBBLE_GENERATE_1 = 4752,
SPR_BUBBLE_GENERATE_2 = 4753,
SPR_BUBBLE_GENERATE_3 = 4754,
SPR_BUBBLE_BURST_0 = 4755,
SPR_BUBBLE_BURST_1 = 4756,
SPR_BUBBLE_BURST_2 = 4757,
SPR_BUBBLE_ABSORB_0 = 4758,
SPR_BUBBLE_ABSORB_1 = 4759,
SPR_BUBBLE_ABSORB_2 = 4760,
SPR_BUBBLE_ABSORB_3 = 4761,
SPR_BUBBLE_ABSORB_4 = 4762,
/* road_gui.c */
SPR_IMG_ROAD_NW = 1309,
SPR_IMG_ROAD_NE = 1310,
SPR_IMG_ROAD_DEPOT = 1295,
SPR_IMG_BUS_STATION = 749,
SPR_IMG_TRUCK_BAY = 750,
SPR_IMG_BRIDGE = 2594,
SPR_IMG_ROAD_TUNNEL = 2429,
SPR_IMG_REMOVE = 714,
/* rail_gui.c */
SPR_IMG_AUTORAIL = SPR_OPENTTD_BASE + 0,
SPR_IMG_AUTOMONO = SPR_OPENTTD_BASE + 1,
SPR_IMG_AUTOMAGLEV = SPR_OPENTTD_BASE + 2,
SPR_IMG_WAYPOINT = SPR_OPENTTD_BASE + 3,
SPR_IMG_DEPOT_RAIL = 1294,
SPR_IMG_DEPOT_MONO = SPR_OPENTTD_BASE + 9,
SPR_IMG_DEPOT_MAGLEV = SPR_OPENTTD_BASE + 10,
SPR_IMG_TUNNEL_RAIL = 2430,
SPR_IMG_TUNNEL_MONO = 2431,
SPR_IMG_TUNNEL_MAGLEV = 2432,
SPR_IMG_CONVERT_RAIL = SPR_OPENTTD_BASE + 22,
SPR_IMG_CONVERT_MONO = SPR_OPENTTD_BASE + 24,
SPR_IMG_CONVERT_MAGLEV = SPR_OPENTTD_BASE + 26
};
/** Cursor sprite numbers */
typedef enum CursorSprites {
/* Terraform */
/* Cursors */
SPR_CURSOR_MOUSE = 0,
SPR_CURSOR_ZZZ = 1,
SPR_CURSOR_BOUY = 702,
SPR_CURSOR_QUERY = 719,
SPR_CURSOR_HQ = 720,
SPR_CURSOR_SHIP_DEPOT = 721,
SPR_CURSOR_SIGN = 722,
SPR_CURSOR_TREE = 2010,
SPR_CURSOR_BUY_LAND = 4792,
SPR_CURSOR_LEVEL_LAND = SPR_OPENTTD_BASE + 62,
SPR_CURSOR_TOWN = 4080,
SPR_CURSOR_INDUSTRY = 4081,
SPR_CURSOR_ROCKY_AREA = 4087,
SPR_CURSOR_LIGHTHOUSE = 4088,
SPR_CURSOR_TRANSMITTER = 4089,
/* airport cursors */
SPR_CURSOR_AIRPORT = 2724,
/* dock cursors */
SPR_CURSOR_DOCK = 3668,
SPR_CURSOR_CANAL = SPR_OPENTTD_BASE + 8,
SPR_CURSOR_LOCK = SPR_OPENTTD_BASE + 57,
/* shared road & rail cursors */
SPR_CURSOR_BRIDGE = 2593,
/* rail cursors */
SPR_CURSOR_NS_TRACK = 1263,
SPR_CURSOR_SWNE_TRACK = 1264,
SPR_CURSOR_EW_TRACK = 1265,
SPR_CURSOR_NWSE_TRACK = 1266,
SPR_CURSOR_NS_MONO = 1267,
SPR_CURSOR_SWNE_MONO = 1268,
SPR_CURSOR_EW_MONO = 1269,
SPR_CURSOR_NWSE_MONO = 1270,
SPR_CURSOR_NS_MAGLEV = 1271,
SPR_CURSOR_SWNE_MAGLEV = 1272,
SPR_CURSOR_EW_MAGLEV = 1273,
SPR_CURSOR_NWSE_MAGLEV = 1274,
SPR_CURSOR_RAIL_STATION = 1300,
SPR_CURSOR_TUNNEL_RAIL = 2434,
SPR_CURSOR_TUNNEL_MONO = 2435,
SPR_CURSOR_TUNNEL_MAGLEV = 2436,
SPR_CURSOR_AUTORAIL = SPR_OPENTTD_BASE + 4,
SPR_CURSOR_AUTOMONO = SPR_OPENTTD_BASE + 5,
SPR_CURSOR_AUTOMAGLEV = SPR_OPENTTD_BASE + 6,
SPR_CURSOR_WAYPOINT = SPR_OPENTTD_BASE + 7,
SPR_CURSOR_RAIL_DEPOT = 1296,
SPR_CURSOR_MONO_DEPOT = SPR_OPENTTD_BASE + 11,
SPR_CURSOR_MAGLEV_DEPOT = SPR_OPENTTD_BASE + 12,
SPR_CURSOR_CONVERT_RAIL = SPR_OPENTTD_BASE + 23,
SPR_CURSOR_CONVERT_MONO = SPR_OPENTTD_BASE + 25,
SPR_CURSOR_CONVERT_MAGLEV = SPR_OPENTTD_BASE + 27,
/* road cursors */
SPR_CURSOR_ROAD_NESW = 1311,
SPR_CURSOR_ROAD_NWSE = 1312,
SPR_CURSOR_ROAD_DEPOT = 1297,
SPR_CURSOR_BUS_STATION = 2725,
SPR_CURSOR_TRUCK_STATION = 2726,
SPR_CURSOR_ROAD_TUNNEL = 2433,
SPR_CURSOR_CLONE = SPR_OPENTTD_BASE + 93,
} CursorSprite;
/// Animation macro in table/animcursors.h (_animcursors[])
enum AnimCursors {
ANIMCURSOR_DEMOLISH = -1, ///< 704 - 707 - demolish dynamite
ANIMCURSOR_LOWERLAND = -2, ///< 699 - 701 - lower land tool
ANIMCURSOR_RAISELAND = -3, ///< 696 - 698 - raise land tool
ANIMCURSOR_PICKSTATION = -4, ///< 716 - 718 - goto-order icon
ANIMCURSOR_BUILDSIGNALS = -5, ///< 1292 - 1293 - build signal
};
/**
* Bitmask setup. For the graphics system, 32 bits are used to define
* the sprite to be displayed. This variable contains various information:<p>
* <ul><li> SPRITE_WIDTH is the number of bits used for the actual sprite to be displayed.
* This always starts at bit 0.</li>
* <li> TRANSPARENT_BIT is the bit number which toggles sprite transparency</li>
* <li> RECOLOR_BIT toggles the recoloring system</li>
* <li> PALETTE_SPRITE_WIDTH and PALETTE_SPRITE_START determine the position and number of
* bits used for the recoloring process. For transparency, it must be 0x322.</li>
*/
enum SpriteSetup {
TRANSPARENT_BIT = 31, ///< toggles transparency in the sprite
RECOLOR_BIT = 15, ///< toggles recoloring in the sprite
PALETTE_SPRITE_START = 16, ///< number of the first bit of the sprite containing the recolor palette
PALETTE_SPRITE_WIDTH = 11, ///< number of bits of the sprite containing the recolor palette
SPRITE_WIDTH = 14, ///< number of bits for the sprite number
};
/**
* these masks change the colors of the palette for a sprite.
* Apart from this bit, a sprite number is needed to define
* the palette used for recoloring. This palette is stored
* in the bits marked by PALETTE_SPRITE_MASK.
* @note Do not modify this enum. Alter SpriteSetup instead
* @see SpriteSetup
*/
enum Modifiers {
///when a sprite is to be displayed transparently, this bit needs to be set.
PALETTE_MODIFIER_TRANSPARENT = 1 << TRANSPARENT_BIT,
///this bit is set when a recoloring process is in action
PALETTE_MODIFIER_COLOR = 1 << RECOLOR_BIT,
//This is used for the GfxFillRect function
///Used to draw a "grey out" rectangle. @see GfxFillRect
PALETTE_MODIFIER_GREYOUT = 1 << TRANSPARENT_BIT,
///Set when a colortable mode is used. @see GfxFillRect
USE_COLORTABLE = 1 << RECOLOR_BIT,
};
/** Masks needed for sprite operations.
* @note Do not modify this enum. Alter SpriteSetup instead
* @see SpriteSetup */
enum SpriteMasks {
///Maximum number of sprites that can be loaded at a given time.
MAX_SPRITES = (1 << SPRITE_WIDTH) - 1,
///The mask to for the main sprite
SPRITE_MASK = MAX_SPRITES,
///The mask for the auxiliary sprite (the one that takes care of recoloring)
PALETTE_SPRITE_MASK = ((1 << PALETTE_SPRITE_WIDTH) - 1) << PALETTE_SPRITE_START,
///Mask for the auxiliary sprites if it is locate in the LSBs
COLORTABLE_MASK = (1 << PALETTE_SPRITE_WIDTH) - 1
};
assert_compile( (1 << TRANSPARENT_BIT & SPRITE_MASK) == 0 );
assert_compile( (1 << RECOLOR_BIT & SPRITE_MASK) == 0 );
assert_compile( TRANSPARENT_BIT != RECOLOR_BIT );
assert_compile( (1 << TRANSPARENT_BIT & PALETTE_SPRITE_MASK) == 0);
assert_compile( (1 << RECOLOR_BIT & PALETTE_SPRITE_MASK) == 0 );
assert_compile( (PALETTE_SPRITE_MASK & SPRITE_MASK) == 0 );
assert_compile( SPRITE_WIDTH + PALETTE_SPRITE_WIDTH <= 30 );
#define PALETTE_RECOLOR_SPRITE(a) (a << PALETTE_SPRITE_START | PALETTE_MODIFIER_COLOR)
enum PaletteSprites {
//note: these numbers are already the modified once the renderer needs.
//the actual sprite number is the upper 16 bits of the number
///Here a puslating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible
PALETTE_TILE_RED_PULSATING = PALETTE_RECOLOR_SPRITE(0x303),
///makes a square red. is used when removing rails or other stuff
PALETTE_SEL_TILE_RED = PALETTE_RECOLOR_SPRITE(0x304),
///This draws a blueish square (catchment areas for example)
PALETTE_SEL_TILE_BLUE = PALETTE_RECOLOR_SPRITE(0x305),
//0x306 is a real sprite (the little dot you get when you try to raise/lower a corner of the map
//here the color switches begin
//use this if you add stuff to the value, so that the resulting color
//is not a fixed value.
//NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLORS yet!
PALETTE_TO_COLORS = 0x307 << PALETTE_SPRITE_START,
PALETTE_TO_DARK_BLUE = PALETTE_RECOLOR_SPRITE(0x307),
PALETTE_TO_PALE_GREEN = PALETTE_RECOLOR_SPRITE(0x308),
PALETTE_TO_PINK = PALETTE_RECOLOR_SPRITE(0x309),
PALETTE_TO_YELLOW = PALETTE_RECOLOR_SPRITE(0x30A),
PALETTE_TO_RED = PALETTE_RECOLOR_SPRITE(0x30B),
PALETTE_TO_LIGHT_BLUE = PALETTE_RECOLOR_SPRITE(0x30C),
PALETTE_TO_GREEN = PALETTE_RECOLOR_SPRITE(0x30D),
PALETTE_TO_DARK_GREEN = PALETTE_RECOLOR_SPRITE(0x30E),
PALETTE_TO_BLUE = PALETTE_RECOLOR_SPRITE(0x30F),
PALETTE_TO_CREAM = PALETTE_RECOLOR_SPRITE(0x310),
//maybe don't use as player color because it doesn't display in the graphs?
PALETTE_TO_MAUVE = PALETTE_RECOLOR_SPRITE(0x311),
PALETTE_TO_PURPLE = PALETTE_RECOLOR_SPRITE(0x312),
PALETTE_TO_ORANGE = PALETTE_RECOLOR_SPRITE(0x313),
PALETTE_TO_BROWN = PALETTE_RECOLOR_SPRITE(0x314),
PALETTE_TO_GREY = PALETTE_RECOLOR_SPRITE(0x315),
PALETTE_TO_WHITE = PALETTE_RECOLOR_SPRITE(0x316),
//sets color to bare land stuff, for rail and road (and crossings)
PALETTE_TO_BARE_LAND = PALETTE_RECOLOR_SPRITE(0x317),
//XXX is 318-31A really not used?
PALETTE_TO_STRUCT_BLUE = PALETTE_RECOLOR_SPRITE(0x31B),
//structure color to something brownish (for the cantilever bridges for example)
PALETTE_TO_STRUCT_BROWN = PALETTE_RECOLOR_SPRITE(0x31C),
PALETTE_TO_STRUCT_WHITE = PALETTE_RECOLOR_SPRITE(0x31D),
//sets bridge or structure to red, little concrete one and cantilever use this one for example
PALETTE_TO_STRUCT_RED = PALETTE_RECOLOR_SPRITE(0x31E),
PALETTE_TO_STRUCT_GREEN = PALETTE_RECOLOR_SPRITE(0x31F),
PALETTE_TO_STRUCT_CONCRETE = PALETTE_RECOLOR_SPRITE(0x320), //Sets the suspension bridge to concrete, also other strucutures use it
PALETTE_TO_STRUCT_YELLOW = PALETTE_RECOLOR_SPRITE(0x321), //Sets the bridge color to yellow (suspension and tubular)
PALETTE_TO_TRANSPARENT = 0x322 << PALETTE_SPRITE_START | PALETTE_MODIFIER_TRANSPARENT, //This sets the sprite to transparent
//This is used for changing the tubular bridges to the silicon display, or some grayish color
PALETTE_TO_STRUCT_GREY = PALETTE_RECOLOR_SPRITE(0x323),
PALETTE_CRASH = PALETTE_RECOLOR_SPRITE(0x324), //this changes stuff to the "crash color"
//XXX another place where structures are colored.
//I'm not sure which colors these are
PALETTE_59E = PALETTE_RECOLOR_SPRITE(0x59E),
PALETTE_59F = PALETTE_RECOLOR_SPRITE(0x59F),
};
#undef PALETTE_RECOLOR_SPRITE
#define MAKE_TRANSPARENT(img) (img = (img & SPRITE_MASK) | PALETTE_TO_TRANSPARENT)
#endif /* SPRITES_H */
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