(svn r22535) -Cleanup: Remove uneeded constants, update and unify some comments relating to sprite numbers

pull/155/head
planetmaker 13 years ago
parent 72caaebd75
commit a82acadba1

@ -54,7 +54,7 @@ static const SpriteID SPR_ASCII_SPACE_BIG = 450;
static const SpriteID SPR_LARGE_SMALL_WINDOW = 682;
/* Extra graphic spritenumbers */
/** Extra graphic spritenumbers */
static const SpriteID SPR_OPENTTD_BASE = 4896;
static const uint16 OPENTTD_SPRITE_COUNT = 160;
@ -96,7 +96,7 @@ static const SpriteID SPR_OSK_SHIFT = SPR_OPENTTD_BASE + 141;
static const SpriteID SPR_OSK_BACKSPACE = SPR_OPENTTD_BASE + 142;
static const SpriteID SPR_OSK_SPECIAL = SPR_OPENTTD_BASE + 143;
/* Clone vehicles stuff */
/** Clone vehicles stuff */
static const SpriteID SPR_CLONE_TRAIN = SPR_OPENTTD_BASE + 106;
static const SpriteID SPR_CLONE_ROADVEH = SPR_OPENTTD_BASE + 107;
static const SpriteID SPR_CLONE_SHIP = SPR_OPENTTD_BASE + 108;
@ -155,7 +155,7 @@ static const uint16 PRESIGNAL_SEMAPHORE_AND_PBS_SPRITE_COUNT = 240;
static const SpriteID SPR_CANALS_BASE = SPR_SIGNALS_BASE + PRESIGNAL_SEMAPHORE_AND_PBS_SPRITE_COUNT;
static const uint16 CANALS_SPRITE_COUNT = 65;
/* Sprites for the Aqueduct. */
/** Sprites for the Aqueduct. */
static const SpriteID SPR_AQUEDUCT_BASE = SPR_CANALS_BASE + CANALS_SPRITE_COUNT;
static const SpriteID SPR_AQUEDUCT_RAMP_SW = SPR_AQUEDUCT_BASE + 0;
static const SpriteID SPR_AQUEDUCT_RAMP_SE = SPR_AQUEDUCT_BASE + 1;
@ -167,7 +167,7 @@ static const SpriteID SPR_AQUEDUCT_PILLAR_X = SPR_AQUEDUCT_BASE + 6;
static const SpriteID SPR_AQUEDUCT_PILLAR_Y = SPR_AQUEDUCT_BASE + 7;
static const uint16 AQUEDUCT_SPRITE_COUNT = 8;
/* Sprites for 'highlighting' tracks on sloped land. */
/** Sprites for 'highlighting' tracks on sloped land. */
static const SpriteID SPR_TRACKS_FOR_SLOPES_BASE = SPR_AQUEDUCT_BASE + AQUEDUCT_SPRITE_COUNT;
static const SpriteID SPR_TRACKS_FOR_SLOPES_RAIL_BASE = SPR_TRACKS_FOR_SLOPES_BASE + 0;
static const SpriteID SPR_TRACKS_FOR_SLOPES_MONO_BASE = SPR_TRACKS_FOR_SLOPES_BASE + 4;
@ -179,7 +179,7 @@ static const SpriteID SPR_SLOPES_INCLINED_OFFSET = 15;
static const SpriteID SPR_SLOPES_VIRTUAL_BASE = SPR_SLOPES_BASE - SPR_SLOPES_INCLINED_OFFSET; // The original foundations (see SPR_FOUNDATION_BASE below) are mapped before the additional foundations.
static const SpriteID SPR_TRKFOUND_BLOCK_SIZE = 22; // The normal track foundation sprites are organized in blocks of 22.
static const uint16 NORMAL_FOUNDATION_SPRITE_COUNT = 74;
/* Halftile foundations */
/** Halftile foundations */
static const SpriteID SPR_HALFTILE_FOUNDATION_BASE = SPR_SLOPES_BASE + NORMAL_FOUNDATION_SPRITE_COUNT;
static const SpriteID SPR_HALFTILE_BLOCK_SIZE = 4; // The half tile foundation sprites are organized in blocks of 4.
static const uint16 NORMAL_AND_HALFTILE_FOUNDATION_SPRITE_COUNT = 90;
@ -193,7 +193,7 @@ static const uint16 ELRAIL_SPRITE_COUNT = 48;
static const SpriteID SPR_2CCMAP_BASE = SPR_ELRAIL_BASE + ELRAIL_SPRITE_COUNT;
static const uint16 TWOCCMAP_SPRITE_COUNT = 256;
/* shore tiles - action 05-0D */
/** shore tiles - action 05-0D */
static const SpriteID SPR_SHORE_BASE = SPR_2CCMAP_BASE + TWOCCMAP_SPRITE_COUNT;
static const SpriteID SPR_SHORE_SPRITE_COUNT = 18;
static const SpriteID SPR_ORIGINALSHORE_START = 4062;
@ -217,7 +217,7 @@ static const SpriteID SPR_GRASS_RIGHT = SPR_AIRPORTX_BASE + 13;
static const SpriteID SPR_GRASS_LEFT = SPR_AIRPORTX_BASE + 14;
static const uint16 AIRPORTX_SPRITE_COUNT = 15;
/* Airport preview sprites */
/** Airport preview sprites */
static const SpriteID SPR_AIRPORT_PREVIEW_BASE = SPR_AIRPORTX_BASE + AIRPORTX_SPRITE_COUNT;
static const SpriteID SPR_AIRPORT_PREVIEW_SMALL = SPR_AIRPORT_PREVIEW_BASE;
static const SpriteID SPR_AIRPORT_PREVIEW_LARGE = SPR_AIRPORT_PREVIEW_BASE + 1;
@ -241,7 +241,7 @@ static const SpriteID SPR_TRUCK_STOP_DT_X_W = SPR_ROADSTOP_BASE + 6;
static const SpriteID SPR_TRUCK_STOP_DT_X_E = SPR_ROADSTOP_BASE + 7;
static const uint16 ROADSTOP_SPRITE_COUNT = 8;
/* Tramway sprites */
/** Tramway sprites */
static const SpriteID SPR_TRAMWAY_BASE = SPR_ROADSTOP_BASE + ROADSTOP_SPRITE_COUNT;
static const SpriteID SPR_TRAMWAY_OVERLAY = SPR_TRAMWAY_BASE + 4;
static const SpriteID SPR_TRAMWAY_TRAM = SPR_TRAMWAY_BASE + 27;
@ -260,11 +260,11 @@ static const SpriteID SPR_TRAMWAY_TUNNEL_WIRES = SPR_TRAMWAY_BASE + 80;
static const SpriteID SPR_TRAMWAY_BRIDGE = SPR_TRAMWAY_BASE + 107;
static const uint16 TRAMWAY_SPRITE_COUNT = 113;
/* One way road sprites */
/** One way road sprites */
static const SpriteID SPR_ONEWAY_BASE = SPR_TRAMWAY_BASE + TRAMWAY_SPRITE_COUNT;
static const uint16 ONEWAY_SPRITE_COUNT = 6;
/* Flags sprites (in same order as enum NetworkLanguage) */
/** Flags sprites (in same order as enum NetworkLanguage) */
static const SpriteID SPR_FLAGS_BASE = SPR_ONEWAY_BASE + ONEWAY_SPRITE_COUNT;
static const uint16 FLAGS_SPRITE_COUNT = 36;
@ -1039,7 +1039,7 @@ static const SpriteID SPR_XCOM_SKYRANGER = 3921;
static const SpriteID SPR_AH_64A = 3922; // Gunship
static const SpriteID SPR_AH_64A_FIRING = 3923;
/* main_gui.c */
/* main_gui.cpp */
static const SpriteID SPR_IMG_TERRAFORM_UP = 694;
static const SpriteID SPR_IMG_TERRAFORM_DOWN = 695;
static const SpriteID SPR_IMG_DYNAMITE = 703;
@ -1084,18 +1084,14 @@ static const SpriteID SPR_IMG_QUERY = 723;
static const SpriteID SPR_IMG_SIGN = 4082;
static const SpriteID SPR_IMG_BUY_LAND = 4791;
/* OPEN TRANSPORT TYCOON in gamescreen */
/* OpenTTD in gamescreen */
static const SpriteID SPR_OTTD_O = 4842;
static const SpriteID SPR_OTTD_P = 4841;
static const SpriteID SPR_OTTD_E = SPR_OPENTTD_BASE + 12;
static const SpriteID SPR_OTTD_D = SPR_OPENTTD_BASE + 13;
static const SpriteID SPR_OTTD_N = 4839;
static const SpriteID SPR_OTTD_T = 4836;
static const SpriteID SPR_OTTD_R = 4837;
static const SpriteID SPR_OTTD_A = 4838;
static const SpriteID SPR_OTTD_S = 4840;
static const SpriteID SPR_OTTD_Y = 4843;
static const SpriteID SPR_OTTD_C = 4844;
/* Letters not used: R,A,S,Y,C (4837, 4838, 4840, 4843, 4844) */
static const SpriteID SPR_HIGHSCORE_CHART_BEGIN = 4804;
static const SpriteID SPR_TYCOON_IMG1_BEGIN = 4814;
@ -1243,22 +1239,22 @@ static const SpriteID SPR_BUILD_EW_ELRAIL = SPR_ELRAIL_BASE + 38;
static const SpriteID SPR_BUILD_Y_ELRAIL = SPR_ELRAIL_BASE + 39;
static const SpriteID SPR_BUILD_TUNNEL_ELRAIL = SPR_ELRAIL_BASE + 44;
/* airport_gui.c */
/* airport_gui.cpp */
static const SpriteID SPR_IMG_AIRPORT = 744;
/* dock_gui.c */
/* dock_gui.cpp */
static const SpriteID SPR_IMG_SHIP_DEPOT = 748;
static const SpriteID SPR_IMG_SHIP_DOCK = 746;
static const SpriteID SPR_IMG_BUOY = 693;
static const SpriteID SPR_IMG_AQUEDUCT = SPR_OPENTTD_BASE + 145;
/* music_gui.c */
/* music_gui.cpp */
static const SpriteID SPR_IMG_SKIP_TO_PREV = 709;
static const SpriteID SPR_IMG_SKIP_TO_NEXT = 710;
static const SpriteID SPR_IMG_STOP_MUSIC = 711;
static const SpriteID SPR_IMG_PLAY_MUSIC = 712;
/* road_gui.c */
/* road_gui.cpp */
static const SpriteID SPR_IMG_ROAD_Y_DIR = 1309;
static const SpriteID SPR_IMG_ROAD_X_DIR = 1310;
static const SpriteID SPR_IMG_AUTOROAD = SPR_OPENTTD_BASE + 82;
@ -1273,7 +1269,7 @@ static const SpriteID SPR_IMG_TRAMWAY_Y_DIR = SPR_TRAMWAY_BASE + 0;
static const SpriteID SPR_IMG_TRAMWAY_X_DIR = SPR_TRAMWAY_BASE + 1;
static const SpriteID SPR_IMG_AUTOTRAM = SPR_OPENTTD_BASE + 84;
/* rail_gui.c */
/* rail_gui.cpp */
static const SpriteID SPR_IMG_RAIL_NS = 1251;
static const SpriteID SPR_IMG_RAIL_NE = 1252;
static const SpriteID SPR_IMG_RAIL_EW = 1253;
@ -1316,7 +1312,7 @@ static const SpriteID SPR_IMG_CONVERT_ELRAIL = SPR_OPENTTD_BASE + 59;
static const SpriteID SPR_IMG_CONVERT_MONO = SPR_OPENTTD_BASE + 65;
static const SpriteID SPR_IMG_CONVERT_MAGLEV = SPR_OPENTTD_BASE + 71;
/* intro_gui.c, genworld_gui.c */
/* intro_gui.cpp, genworld_gui.cpp */
static const SpriteID SPR_SELECT_TEMPERATE = 4882;
static const SpriteID SPR_SELECT_TEMPERATE_PUSHED = 4883;
static const SpriteID SPR_SELECT_SUB_ARCTIC = 4884;
@ -1483,14 +1479,10 @@ enum SpriteSetup {
* @see SpriteSetup
*/
enum Modifiers {
/** Set when a sprite originates from an Action 1 */
SPRITE_MODIFIER_CUSTOM_SPRITE = CUSTOM_BIT,
/** Set when a sprite must not ever be displayed transparently */
SPRITE_MODIFIER_OPAQUE = OPAQUE_BIT,
/** when a sprite is to be displayed transparently, this bit needs to be set. */
PALETTE_MODIFIER_TRANSPARENT = TRANSPARENT_BIT,
/** this bit is set when a recolouring process is in action */
PALETTE_MODIFIER_COLOUR = RECOLOUR_BIT,
SPRITE_MODIFIER_CUSTOM_SPRITE = CUSTOM_BIT, ///< Set when a sprite originates from an Action 1
SPRITE_MODIFIER_OPAQUE = OPAQUE_BIT, ///< Set when a sprite must not ever be displayed transparently
PALETTE_MODIFIER_TRANSPARENT = TRANSPARENT_BIT, ///< when a sprite is to be displayed transparently, this bit needs to be set.
PALETTE_MODIFIER_COLOUR = RECOLOUR_BIT, ///< this bit is set when a recolouring process is in action
};
/**
@ -1499,14 +1491,11 @@ enum Modifiers {
* @see SpriteSetup
*/
enum SpriteMasks {
/** Maximum number of sprites that can be loaded at a given time. */
MAX_SPRITES = 1 << SPRITE_WIDTH,
/** The mask to for the main sprite */
SPRITE_MASK = MAX_SPRITES - 1,
MAX_SPRITES = 1 << SPRITE_WIDTH, ///< Maximum number of sprites that can be loaded at a given time
SPRITE_MASK = MAX_SPRITES - 1, ///< The mask to for the main sprite
MAX_PALETTES = 1 << PALETTE_WIDTH,
/** The mask for the auxiliary sprite (the one that takes care of recolouring) */
PALETTE_MASK = MAX_PALETTES - 1,
PALETTE_MASK = MAX_PALETTES - 1, ///< The mask for the auxiliary sprite (the one that takes care of recolouring)
};
assert_compile( (1 << TRANSPARENT_BIT & SPRITE_MASK) == 0 );
@ -1517,50 +1506,46 @@ assert_compile( (1 << RECOLOUR_BIT & PALETTE_MASK) == 0 );
static const PaletteID PAL_NONE = 0;
/** Here a pulsating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible */
static const PaletteID PALETTE_TILE_RED_PULSATING = 0x303;
/** makes a square red. is used when removing rails or other stuff */
static const PaletteID PALETTE_SEL_TILE_RED = 0x304;
/** This draws a blueish square (catchment areas for example) */
static const PaletteID PALETTE_SEL_TILE_BLUE = 0x305;
static const PaletteID PALETTE_RECOLOUR_START = 0x307;
static const PaletteID PALETTE_TO_DARK_BLUE = 0x307;
static const PaletteID PALETTE_TO_PALE_GREEN = 0x308;
static const PaletteID PALETTE_TO_PINK = 0x309;
static const PaletteID PALETTE_TO_YELLOW = 0x30A;
static const PaletteID PALETTE_TO_RED = 0x30B;
static const PaletteID PALETTE_TO_LIGHT_BLUE = 0x30C;
static const PaletteID PALETTE_TO_GREEN = 0x30D;
static const PaletteID PALETTE_TO_DARK_GREEN = 0x30E;
static const PaletteID PALETTE_TO_BLUE = 0x30F;
static const PaletteID PALETTE_TO_CREAM = 0x310;
static const PaletteID PALETTE_TILE_RED_PULSATING = 771; ///< pulsating red tile drawn if you try to build a wrong tunnel or raise/lower land where it is not possible
static const PaletteID PALETTE_SEL_TILE_RED = 772; ///< makes a square red. is used when removing rails or other stuff
static const PaletteID PALETTE_SEL_TILE_BLUE = 773; ///< This draws a blueish square (catchment areas for example)
/* Company re-colour sprites */
static const PaletteID PALETTE_RECOLOUR_START = 775; ///< First recolour sprite for company colours
static const PaletteID PALETTE_TO_DARK_BLUE = 775;
static const PaletteID PALETTE_TO_PALE_GREEN = 776;
static const PaletteID PALETTE_TO_PINK = 777;
static const PaletteID PALETTE_TO_YELLOW = 778;
static const PaletteID PALETTE_TO_RED = 779;
static const PaletteID PALETTE_TO_LIGHT_BLUE = 780;
static const PaletteID PALETTE_TO_GREEN = 781;
static const PaletteID PALETTE_TO_DARK_GREEN = 782;
static const PaletteID PALETTE_TO_BLUE = 783;
static const PaletteID PALETTE_TO_CREAM = 784;
/* maybe don't use as company colour because it doesn't display in the graphs? */
static const PaletteID PALETTE_TO_MAUVE = 0x311;
static const PaletteID PALETTE_TO_PURPLE = 0x312;
static const PaletteID PALETTE_TO_ORANGE = 0x313;
static const PaletteID PALETTE_TO_BROWN = 0x314;
static const PaletteID PALETTE_TO_GREY = 0x315;
static const PaletteID PALETTE_TO_WHITE = 0x316;
/* sets colour to bare land stuff, for rail and road (and crossings) */
static const PaletteID PALETTE_TO_BARE_LAND = 0x317;
/* XXX is 318-31A really not used? */
static const PaletteID PALETTE_TO_STRUCT_BLUE = 0x31B;
/* structure colour to something brownish (for the cantilever bridges for example) */
static const PaletteID PALETTE_TO_STRUCT_BROWN = 0x31C;
static const PaletteID PALETTE_TO_STRUCT_WHITE = 0x31D;
/* sets bridge or structure to red, little concrete one and cantilever use this one for example */
static const PaletteID PALETTE_TO_STRUCT_RED = 0x31E;
static const PaletteID PALETTE_TO_STRUCT_GREEN = 0x31F;
static const PaletteID PALETTE_TO_STRUCT_CONCRETE = 0x320; // Sets the suspension bridge to concrete, also other strucutures use it
static const PaletteID PALETTE_TO_STRUCT_YELLOW = 0x321; // Sets the bridge colour to yellow (suspension and tubular)
static const PaletteID PALETTE_TO_TRANSPARENT = 0x322; // This sets the sprite to transparent
static const PaletteID PALETTE_NEWSPAPER = 0x323; ///< Recolour sprite for newspaper-greying.
static const PaletteID PALETTE_CRASH = 0x324;
static const PaletteID PALETTE_TO_MAUVE = 785;
static const PaletteID PALETTE_TO_PURPLE = 786;
static const PaletteID PALETTE_TO_ORANGE = 787;
static const PaletteID PALETTE_TO_BROWN = 788;
static const PaletteID PALETTE_TO_GREY = 789;
static const PaletteID PALETTE_TO_WHITE = 790;
static const PaletteID PALETTE_TO_BARE_LAND = 791; ///< sets colour to bare land stuff for rail, road and crossings
/* recolour sprites 792-794 are not used */
static const PaletteID PALETTE_TO_STRUCT_BLUE = 795; ///< sets bridge or structure to blue (e.g. some town houses)
static const PaletteID PALETTE_TO_STRUCT_BROWN = 796; ///< sets bridge or structure to brown (e.g. cantilever bridge)
static const PaletteID PALETTE_TO_STRUCT_WHITE = 797; ///< sets bridge or structure to white (e.g. some town houses)
static const PaletteID PALETTE_TO_STRUCT_RED = 798; ///< sets bridge or structure to red (e.g. concrete and cantilever bridge)
static const PaletteID PALETTE_TO_STRUCT_GREEN = 799; ///< sets bridge or structure to green (e.g. bridge)
static const PaletteID PALETTE_TO_STRUCT_CONCRETE = 800; ///< Sets the suspension bridge to concrete, also other structures use it
static const PaletteID PALETTE_TO_STRUCT_YELLOW = 801; ///< Sets the bridge colour to yellow (suspension and tubular)
static const PaletteID PALETTE_TO_TRANSPARENT = 802; ///< This sets the sprite to transparent
static const PaletteID PALETTE_NEWSPAPER = 803; ///< Recolour sprite for newspaper-greying.
static const PaletteID PALETTE_CRASH = 804; ///< Recolour sprite greying of crashed vehicles.
/* Two recolourings only used by the church */
static const PaletteID PALETTE_CHURCH_RED = 0x59E;
static const PaletteID PALETTE_CHURCH_CREAM = 0x59F;
static const PaletteID PALETTE_CHURCH_RED = 1438; ///< Recolour sprite for reddish churches
static const PaletteID PALETTE_CHURCH_CREAM = 1439; ///< Recolour sprite for white churches
#endif /* SPRITES_H */

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