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78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ICB_PSX_OT_H
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#define ICB_PSX_OT_H
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namespace ICB {
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// By default setup for a reverse OT
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#if defined FORWARD_OT
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#define OT_LAST OT_SIZE - 1
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#define OT_FIRST 0
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#define OT_DIRECTION 1
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#else
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#define OT_LAST 0
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#define OT_FIRST OT_SIZE - 1
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#define OT_DIRECTION -1
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#endif // #if defined FORWARD_OT
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// Where to put the DR_LOAD primitives in the OT list
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#define DRLOAD_OT OT_FIRST
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// Where to put the profiling bars
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#ifdef PROFILE_FIRST
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#define PROFILE_OT OT_FIRST
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#else
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#define PROFILE_OT (OT_LAST - OT_DIRECTION)
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#endif
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// Where to put the BG sprites in the OT list
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#define OT_BG (OT_FIRST + OT_DIRECTION)
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// Where to put the PROP sprites in the OT list
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#define OT_PROPS (OT_BG + OT_DIRECTION)
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// Where to put the LAYER sprites in the OT list
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#define OT_LAYERS (OT_PROPS + OT_DIRECTION)
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// Where to put the text
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#define OT_TEXT (OT_LAST - OT_DIRECTION - OT_DIRECTION - OT_DIRECTION)
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// Where to put the mission based darkening semi-trans tile
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#define OT_DARKEN (OT_TEXT + OT_DIRECTION)
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// Where to put the icons
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#define OT_ICONS (OT_TEXT)
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// Where to put the set gfx fade up/down tiles
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#define OT_GFX (OT_DARKEN - OT_DIRECTION)
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} // End of namespace ICB
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#endif // #ifndef PSX_OT_H
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