File diff r2186:5ee653b1b5e1 → r2187:60cea7c48bf4
table/sprites.h
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/* $Id$ */
 

	
 
#ifndef SPRITES_H
 
#define SPRITES_H
 

	
 
/* NOTE:
 
/** @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 EXPLAIN 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
 
@@ -866,13 +870,13 @@ enum Sprites {
 
	SPR_IMG_TRUCK_BAY			= 750,
 
	SPR_IMG_BRIDGE				= 2594,
 
	SPR_IMG_ROAD_TUNNEL		= 2429,
 
	SPR_IMG_REMOVE				= 714
 
};
 

	
 
/* Cursor sprite numbers */
 
/** Cursor sprite numbers */
 
typedef enum CursorSprites {
 
	/* Terraform */
 
	/* Cursors */
 
	SPR_CURSOR_MOUSE          = 0,
 
	SPR_CURSOR_ZZZ            = 1,
 
	SPR_CURSOR_BOUY           = 702,
 
@@ -937,88 +941,130 @@ typedef enum CursorSprites {
 
	SPR_CURSOR_ROAD_DEPOT     = 1297,
 
	SPR_CURSOR_BUS_STATION    = 2725,
 
	SPR_CURSOR_TRUCK_STATION  = 2726,
 
	SPR_CURSOR_ROAD_TUNNEL    = 2433,
 
} CursorSprite;
 

	
 
// Animation macro in table/animcursors.h (_animcursors[])
 
/// 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
 
	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
 
};
 

	
 
enum {
 
	MAX_SPRITES = 0x3FFF, //the highest number a sprite can have
 
/**
 
	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,
 
};
 

	
 
/*
 
	these numbers change the colors of the palette for a sprite
 
	both need to be fed a sprite which contains the "new" colors
 
*/
 
enum Modifiers {
 
	PALETTE_MODIFIER_TRANSPARENT 	= 0x4000,
 
	PALETTE_MODIFIER_COLOR 				= 0x8000,
 
/** 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,
 
};
 

	
 
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 	= 0x3038000,
 
	//makes a square red. is used when removing rails or other stuff
 
	PALETTE_SEL_TILE_RED 				= 0x3048000,
 
	//This draws a blueish square (catchment areas for example)
 
	PALETTE_SEL_TILE_BLUE 			= 0x3058000,
 
	///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 					= 0x3070000,
 
	PALETTE_TO_DARK_BLUE 				= 0x3078000,
 
	PALETTE_TO_PALE_GREEN 			= 0x3088000,
 
	PALETTE_TO_PINK 						= 0x3098000,
 
	PALETTE_TO_YELLOW 					= 0x30A8000,
 
	PALETTE_TO_RED 							= 0x30B8000,
 
	PALETTE_TO_LIGHT_BLUE 			= 0x30C8000,
 
	PALETTE_TO_GREEN 						= 0x30D8000,
 
	PALETTE_TO_DARK_GREEN 			= 0x30E8000,
 
	PALETTE_TO_BLUE 						= 0x30F8000,
 
	PALETTE_TO_CREAM 						= 0x3108000,
 
	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 						= 0x3118000,
 
	PALETTE_TO_PURPLE 					= 0x3128000,
 
	PALETTE_TO_ORANGE 					= 0x3138000,
 
	PALETTE_TO_BROWN 						= 0x3148000,
 
	PALETTE_TO_GREY 						= 0x3158000,
 
	PALETTE_TO_WHITE 						= 0x3168000,
 
	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 				= 0x3178000,
 
	PALETTE_TO_BARE_LAND 				= PALETTE_RECOLOR_SPRITE(0x317),
 
	//XXX is 318-31A really not used?
 
	//XXX FIXME I dunno yet what this is
 
	PALETTE_31B 								= 0x31B8000,
 
	PALETTE_31B 								= PALETTE_RECOLOR_SPRITE(0x31B),
 
	//structure color to something brownish (for the cantilever bridges for example)
 
	PALETTE_TO_STRUCT_BROWN 		= 0x31C8000,
 
	PALETTE_31D 								= 0x31D8000, //XXX FIXME Don't know this either
 
	PALETTE_TO_STRUCT_BROWN 		= PALETTE_RECOLOR_SPRITE(0x31C),
 
	PALETTE_31D 								= PALETTE_RECOLOR_SPRITE(0x31D), //XXX FIXME Don't know this either
 
	//sets bridge or structure to red, little concrete one and cantilever use this one for example
 
	PALETTE_TO_STRUCT_RED 			= 0x31E8000,
 
	PALETTE_TO_STRUCT_RED 			= PALETTE_RECOLOR_SPRITE(0x31E),
 
	//XXX 31F
 
	PALETTE_TO_STRUCT_CONCRETE 	= 0x3208000,  //Sets the suspension bridge to concrete, also other strucutures use it
 
	PALETTE_TO_STRUCT_YELLOW 		= 0x3218000,    //Sets the bridge color to yellow (suspension and tubular)
 
	PALETTE_TO_TRANSPARENT 			= 0x3224000,	//This sets the sprite to transparent
 
	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 			= 0x3238000,
 
	PALETTE_CRASH 							= 0x3248000,	//this changes stuff to the "crash 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 								= 0x59E8000,
 
	PALETTE_59F 								= 0x59F8000,
 
	PALETTE_59E 								= PALETTE_RECOLOR_SPRITE(0x59E),
 
	PALETTE_59F 								= PALETTE_RECOLOR_SPRITE(0x59F),
 
};
 
#undef PALETTE_RECOLOR_SPRITE
 

	
 
};
 

	
 
#define MAKE_TRANSPARENT(img) (img = (img & MAX_SPRITES) | PALETTE_TO_TRANSPARENT)
 
#define MAKE_TRANSPARENT(img) (img = (img & SPRITE_MASK) | PALETTE_TO_TRANSPARENT)
 

	
 
#endif /* SPRITES_H */