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authorcelestar <celestar@openttd.org>2005-07-24 15:56:31 +0000
committercelestar <celestar@openttd.org>2005-07-24 15:56:31 +0000
commit238e47cd42c009f2ab1359428788a65a26fafebb (patch)
treee02fce527cef08bc25354c995fecc8ddb0ab5318 /table/sprites.h
parenta227065ab75d6cb9f449f2282315adc933450b49 (diff)
downloadopenttd-238e47cd42c009f2ab1359428788a65a26fafebb.tar.xz
(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic numbers
by enums. There remains work in gfx.c to move the "transparency" and "recolor" bits around to make space for more sprites. However, 2800 additional sprites can now be loaded. There also remains cleanup and Doxygen work on many of the header files.
Diffstat (limited to 'table/sprites.h')
-rw-r--r--table/sprites.h158
1 files changed, 102 insertions, 56 deletions
diff --git a/table/sprites.h b/table/sprites.h
index b572d0d6f..421ad74ce 100644
--- a/table/sprites.h
+++ b/table/sprites.h
@@ -3,23 +3,25 @@
#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
@@ -29,6 +31,8 @@
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
*/
@@ -869,7 +873,7 @@ enum Sprites {
SPR_IMG_REMOVE = 714
};
-/* Cursor sprite numbers */
+/** Cursor sprite numbers */
typedef enum CursorSprites {
/* Terraform */
/* Cursors */
@@ -940,85 +944,127 @@ typedef enum CursorSprites {
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
};
-enum {
- MAX_SPRITES = 0x3FFF, //the highest number a sprite can have
+/**
+ * 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 numbers change the colors of the palette for a sprite
- both need to be fed a sprite which contains the "new" colors
+/**
+ 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 {
- PALETTE_MODIFIER_TRANSPARENT = 0x4000,
- PALETTE_MODIFIER_COLOR = 0x8000,
+ ///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,
};
+/** 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 */