1 /* ResidualVM - A 3D game interpreter 2 * 3 * ResidualVM is the legal property of its developers, whose names 4 * are too numerous to list here. Please refer to the AUTHORS 5 * file distributed with this source distribution. 6 * 7 * Additional copyright for this file: 8 * Copyright (C) 1999-2000 Revolution Software Ltd. 9 * This code is based on source code created by Revolution Software, 10 * used with permission. 11 * 12 * This program is free software; you can redistribute it and/or 13 * modify it under the terms of the GNU General Public License 14 * as published by the Free Software Foundation; either version 2 15 * of the License, or (at your option) any later version. 16 * 17 * This program is distributed in the hope that it will be useful, 18 * but WITHOUT ANY WARRANTY; without even the implied warranty of 19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 20 * GNU General Public License for more details. 21 * 22 * You should have received a copy of the GNU General Public License 23 * along with this program; if not, write to the Free Software 24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 25 * 26 */ 27 28 #ifndef ICB_PSX_OT_H 29 #define ICB_PSX_OT_H 30 31 namespace ICB { 32 33 // By default setup for a reverse OT 34 #if defined FORWARD_OT 35 #define OT_LAST OT_SIZE - 1 36 #define OT_FIRST 0 37 #define OT_DIRECTION 1 38 #else 39 #define OT_LAST 0 40 #define OT_FIRST OT_SIZE - 1 41 #define OT_DIRECTION -1 42 #endif // #if defined FORWARD_OT 43 44 // Where to put the DR_LOAD primitives in the OT list 45 #define DRLOAD_OT OT_FIRST 46 47 // Where to put the profiling bars 48 #ifdef PROFILE_FIRST 49 #define PROFILE_OT OT_FIRST 50 #else 51 #define PROFILE_OT (OT_LAST - OT_DIRECTION) 52 #endif 53 54 // Where to put the BG sprites in the OT list 55 #define OT_BG (OT_FIRST + OT_DIRECTION) 56 57 // Where to put the PROP sprites in the OT list 58 #define OT_PROPS (OT_BG + OT_DIRECTION) 59 60 // Where to put the LAYER sprites in the OT list 61 #define OT_LAYERS (OT_PROPS + OT_DIRECTION) 62 63 // Where to put the text 64 #define OT_TEXT (OT_LAST - OT_DIRECTION - OT_DIRECTION - OT_DIRECTION) 65 66 // Where to put the mission based darkening semi-trans tile 67 #define OT_DARKEN (OT_TEXT + OT_DIRECTION) 68 69 // Where to put the icons 70 #define OT_ICONS (OT_TEXT) 71 72 // Where to put the set gfx fade up/down tiles 73 #define OT_GFX (OT_DARKEN - OT_DIRECTION) 74 75 } // End of namespace ICB 76 77 #endif // #ifndef PSX_OT_H 78